]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - r_sky.c
added clearstencil parameter to R_Shadow_RenderMode_StencilShadowVolumes
[xonotic/darkplaces.git] / r_sky.c
diff --git a/r_sky.c b/r_sky.c
index 403e4ad75e49011333d842c4842e96d49f09cd3c..e7e5b30bb046a9dcca63d74279bfeda91bcd278d 100644 (file)
--- a/r_sky.c
+++ b/r_sky.c
@@ -60,7 +60,7 @@ void R_SkyStartFrame(void)
        {
                if (skyboxside[0] || skyboxside[1] || skyboxside[2] || skyboxside[3] || skyboxside[4] || skyboxside[5])
                        skyrenderbox = true;
-               else if (r_refdef.worldmodel->brush.solidskytexture)
+               else if (r_refdef.worldmodel && r_refdef.worldmodel->brush.solidskytexture)
                        skyrendersphere = true;
                // for depth-masked sky, render the sky on the first sky surface encountered
                skyrendernow = true;
@@ -272,16 +272,17 @@ static void R_SkyBox(void)
        GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(false);
+       GL_DepthRange(0, 1);
        GL_DepthTest(false); // don't modify or read zbuffer
-       R_Mesh_VertexPointer(skyboxvertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(skyboxvertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
-       R_Mesh_TexCoordPointer(0, 2, skyboxtexcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, skyboxtexcoord2f, 0, 0);
        GL_LockArrays(0, 6*4);
        for (i = 0;i < 6;i++)
        {
                R_Mesh_TexBind(0, R_GetTexture(skyboxside[i]));
-               R_Mesh_Draw(0, 6*4, 2, skyboxelements + i * 6);
+               R_Mesh_Draw(0, 6*4, 2, skyboxelements + i * 6, 0, 0);
        }
        GL_LockArrays(0, 0);
 }
@@ -370,35 +371,36 @@ static void R_SkySphere(void)
        GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1);
        GL_BlendFunc(GL_ONE, GL_ZERO);
        GL_DepthMask(true);
+       GL_DepthRange(0, 1);
        GL_DepthTest(false); // don't modify or read zbuffer
-       R_Mesh_VertexPointer(skysphere_vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(skysphere_vertex3f, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
        R_Mesh_ResetTextureState();
        R_Mesh_TexBind(0, R_GetTexture(r_refdef.worldmodel->brush.solidskytexture));
-       R_Mesh_TexCoordPointer(0, 2, skysphere_texcoord2f);
+       R_Mesh_TexCoordPointer(0, 2, skysphere_texcoord2f, 0, 0);
        R_Mesh_TexMatrix(0, &scroll1matrix);
        if (r_textureunits.integer >= 2 && r_view.colorscale == 1)
        {
                // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
                R_Mesh_TexBind(1, R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture));
                R_Mesh_TexCombine(1, gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL, GL_MODULATE, 1, 1);
-               R_Mesh_TexCoordPointer(1, 2, skysphere_texcoord2f);
+               R_Mesh_TexCoordPointer(1, 2, skysphere_texcoord2f, 0, 0);
                R_Mesh_TexMatrix(1, &scroll2matrix);
                GL_LockArrays(0, skysphere_numverts);
-               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
                GL_LockArrays(0, 0);
        }
        else
        {
                // two pass
                GL_LockArrays(0, skysphere_numverts);
-               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
 
                GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
                R_Mesh_TexBind(0, R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture));
                R_Mesh_TexMatrix(0, &scroll2matrix);
                GL_LockArrays(0, skysphere_numverts);
-               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+               R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i, 0, 0);
                GL_LockArrays(0, 0);
        }
 }
@@ -429,6 +431,7 @@ void R_Sky(void)
                        //GL_Clear(GL_DEPTH_BUFFER_BIT);
                }
                */
+               GL_DepthRange(0, 1);
                GL_DepthTest(true);
                GL_DepthMask(true);
        }