float skyboxvertex3f[6*4*3] =
{
// skyside[0]
- 16, 16, 16,
+ 16, -16, 16,
+ 16, -16, -16,
16, 16, -16,
- -16, 16, -16,
- -16, 16, 16,
+ 16, 16, 16,
// skyside[1]
- -16, 16, 16,
- -16, 16, -16,
- -16, -16, -16,
- -16, -16, 16,
- // skyside[2]
-16, -16, 16,
-16, -16, -16,
16, -16, -16,
16, -16, 16,
+ // skyside[2]
+ -16, 16, 16,
+ -16, 16, -16,
+ -16, -16, -16,
+ -16, -16, 16,
// skyside[3]
- 16, -16, 16,
- 16, -16, -16,
- 16, 16, -16,
16, 16, 16,
+ 16, 16, -16,
+ -16, 16, -16,
+ -16, 16, 16,
// skyside[4]
+ -16, -16, 16,
16, -16, 16,
16, 16, 16,
-16, 16, 16,
- -16, -16, 16,
// skyside[5]
- 16, 16, -16,
16, -16, -16,
-16, -16, -16,
- -16, 16, -16
+ -16, 16, -16,
+ 16, 16, -16
};
float skyboxtexcoord2f[6*4*2] =
{
// skyside[0]
- 1, 0,
- 1, 1,
- 0, 1,
0, 0,
- // skyside[1]
- 1, 0,
- 1, 1,
0, 1,
- 0, 0,
- // skyside[2]
- 1, 0,
1, 1,
- 0, 1,
- 0, 0,
- // skyside[3]
1, 0,
- 1, 1,
- 0, 1,
+ // skyside[1]
0, 0,
- // skyside[4]
- 1, 0,
+ 0, 1,
1, 1,
+ 1, 0,
+ // skyside[2]
+ 0, 0,
0, 1,
+ 1, 1,
+ 1, 0,
+ // skyside[3]
0, 0,
- // skyside[5]
+ 0, 1,
+ 1, 1,
1, 0,
+ // skyside[4]
+ 0, 0,
+ 0, 1,
1, 1,
+ 1, 0,
+ // skyside[5]
+ 0, 0,
0, 1,
- 0, 0
+ 1, 1,
+ 1, 0
};
int skyboxelements[6*2*3] =
GL_DepthTest(false); // don't modify or read zbuffer
m.pointer_vertex = skyboxvertex3f;
m.pointer_texcoord[0] = skyboxtexcoord2f;
+ GL_LockArrays(0, 6*4);
for (i = 0;i < 6;i++)
{
m.tex[0] = R_GetTexture(skyboxside[i]);
R_Mesh_State(&m);
R_Mesh_Draw(6*4, 2, skyboxelements + i * 6);
}
+ GL_LockArrays(0, 0);
}
#define skygridx 32
float speedscale;
static qboolean skysphereinitialized = false;
rmeshstate_t m;
- matrix4x4_t scroll1matrix, scroll2matrix, identitymatrix;
+ matrix4x4_t scroll1matrix, scroll2matrix;
if (!skysphereinitialized)
{
skysphereinitialized = true;
// scroll the lower cloud layer twice as fast (just like quake did)
Matrix4x4_CreateTranslate(&scroll1matrix, speedscale, speedscale, 0);
Matrix4x4_CreateTranslate(&scroll2matrix, speedscale * 2, speedscale * 2, 0);
- Matrix4x4_CreateIdentity(&identitymatrix);
GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
m.pointer_vertex = skysphere_vertex3f;
m.tex[0] = R_GetTexture(solidskytexture);
m.pointer_texcoord[0] = skysphere_texcoord2f;
- R_Mesh_TextureMatrix(0, &scroll1matrix);
+ m.texmatrix[0] = scroll1matrix;
if (r_textureunits.integer >= 2)
{
// one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
m.tex[1] = R_GetTexture(alphaskytexture);
m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
m.pointer_texcoord[1] = skysphere_texcoord2f;
+ m.texmatrix[1] = scroll2matrix;
R_Mesh_State(&m);
- R_Mesh_TextureMatrix(1, &scroll2matrix);
+ GL_LockArrays(0, skysphere_numverts);
R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
- R_Mesh_TextureMatrix(1, &identitymatrix);
+ GL_LockArrays(0, 0);
}
else
{
// two pass
R_Mesh_State(&m);
+ GL_LockArrays(0, skysphere_numverts);
R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+ GL_LockArrays(0, 0);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
m.tex[0] = R_GetTexture(alphaskytexture);
+ m.texmatrix[0] = scroll2matrix;
R_Mesh_State(&m);
- R_Mesh_TextureMatrix(0, &scroll2matrix);
+ GL_LockArrays(0, skysphere_numverts);
R_Mesh_Draw(skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
+ GL_LockArrays(0, 0);
}
- R_Mesh_TextureMatrix(0, &identitymatrix);
}
void R_Sky(void)