const float *in2f;
static qboolean skysphereinitialized = false;
rmeshstate_t m;
+ rcachearrayrequest_t request;
if (!skysphereinitialized)
{
skysphereinitialized = true;
// wrap the scroll just to be extra kind to float accuracy
speedscale -= (int)speedscale;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
- m.depthdisable = true; // don't modify or read zbuffer
- m.tex[0] = R_GetTexture(solidskytexture);
- R_Mesh_State(&m);
-
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
-
- R_Mesh_GetSpace(skysphere_numverts);
- R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
- for (i = 0, out2f = varray_texcoord2f[0], in2f = skysphere_texcoord2f;i < skysphere_numverts;i++)
+ if (r_colorscale == 1 && r_textureunits.integer >= 2)
{
- *out2f++ = *in2f++ + speedscale;
- *out2f++ = *in2f++ + speedscale;
+ // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
+ // LordHavoc: note that color is not set here because it does not
+ // matter with GL_REPLACE
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.depthdisable = true; // don't modify or read zbuffer
+ m.tex[0] = R_GetTexture(solidskytexture);
+ m.tex[1] = R_GetTexture(alphaskytexture);
+ m.texcombinergb[0] = GL_REPLACE;
+ m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_State(&m);
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ R_ScrollTexCoord2f(varray_texcoord2f[1], skysphere_texcoord2f, skysphere_numverts, speedscale*2, speedscale*2);
+ }
+ else
+ {
+ m.pointervertexcount = skysphere_numverts;
+ m.pointer_vertex = skysphere_vertex3f;
+ memset(&request, 0, sizeof(request));
+ request.data_size = skysphere_numverts * sizeof(float[2]);
+ request.id_pointer1 = skysphere_texcoord2f;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[0] = request.data;
+ speedscale *= 2;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[1] = request.data;
+ R_Mesh_State(&m);
+ }
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
-
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.tex[0] = R_GetTexture(alphaskytexture);
- R_Mesh_State(&m);
+ else
+ {
+ // two pass
+ GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ m.depthdisable = true; // don't modify or read zbuffer
+ m.tex[0] = R_GetTexture(solidskytexture);
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_State(&m);
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ }
+ else
+ {
+ m.pointervertexcount = skysphere_numverts;
+ m.pointer_vertex = skysphere_vertex3f;
+ memset(&request, 0, sizeof(request));
+ request.data_size = skysphere_numverts * sizeof(float[2]);
+ request.id_pointer1 = skysphere_texcoord2f;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[0] = request.data;
+ R_Mesh_State(&m);
+ }
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
- // scroll the lower cloud layer twice as fast (just like quake did)
- speedscale *= 2;
+ // scroll the lower cloud layer twice as fast (just like quake did)
+ speedscale *= 2;
- R_Mesh_GetSpace(skysphere_numverts);
- R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
- for (i = 0, out2f = varray_texcoord2f[0], in2f = skysphere_texcoord2f;i < skysphere_numverts;i++)
- {
- *out2f++ = *in2f++ + speedscale;
- *out2f++ = *in2f++ + speedscale;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.tex[0] = R_GetTexture(alphaskytexture);
+ if (gl_mesh_copyarrays.integer)
+ {
+ R_Mesh_State(&m);
+ R_Mesh_GetSpace(skysphere_numverts);
+ R_Mesh_CopyVertex3f(skysphere_vertex3f, skysphere_numverts);
+ R_ScrollTexCoord2f(varray_texcoord2f[0], skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ }
+ else
+ {
+ m.pointervertexcount = skysphere_numverts;
+ m.pointer_vertex = skysphere_vertex3f;
+ request.data_size = skysphere_numverts * sizeof(float[2]);
+ request.id_pointer1 = skysphere_texcoord2f;
+ request.id_number1 = CRC_Block((void *)&speedscale, sizeof(speedscale));
+ if (R_Mesh_CacheArray(&request))
+ R_ScrollTexCoord2f(request.data, skysphere_texcoord2f, skysphere_numverts, speedscale, speedscale);
+ m.pointer_texcoord[0] = request.data;
+ R_Mesh_State(&m);
+ }
+ R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
- R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
}
void R_Sky(void)