X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_sky.c;h=a830e85b391de20ebb21a493622738c18d1db172;hp=bb3f8ddd46cf3d6928dbde889e8d635417b99a42;hb=b2a1ec8cb2a845e6440d0dbc5a9a84464f3deecc;hpb=18b05eb44de9b25ecedffd2bf78388df270b07ae;ds=sidebyside diff --git a/r_sky.c b/r_sky.c index bb3f8ddd..a830e85b 100644 --- a/r_sky.c +++ b/r_sky.c @@ -311,7 +311,7 @@ static void R_SkySphere(void) float speedscale; static qboolean skysphereinitialized = false; rmeshstate_t m; - matrix4x4_t scroll1matrix, scroll2matrix, identitymatrix; + matrix4x4_t scroll1matrix, scroll2matrix; if (!skysphereinitialized) { skysphereinitialized = true; @@ -326,7 +326,6 @@ static void R_SkySphere(void) // 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); @@ -336,19 +335,18 @@ static void R_SkySphere(void) 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); GL_LockArrays(0, 0); - R_Mesh_TextureMatrix(1, &identitymatrix); } else { @@ -360,13 +358,12 @@ static void R_SkySphere(void) 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)