From e771527024706f7e23891070afd36cc6764fcafb Mon Sep 17 00:00:00 2001 From: havoc Date: Fri, 21 May 2004 00:49:52 +0000 Subject: [PATCH] handle sky scroll wrapping better git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@4212 d7cf8633-e32d-0410-b094-e92efae38249 --- r_sky.c | 14 ++++++++------ 1 file changed, 8 insertions(+), 6 deletions(-) diff --git a/r_sky.c b/r_sky.c index c8fde676..6b152636 100644 --- a/r_sky.c +++ b/r_sky.c @@ -374,14 +374,16 @@ static void R_SkySphere(void) skyspherecalc(); } + // wrap the scroll values just to be extra kind to float accuracy + // scroll speed for upper layer - speedscale = cl.time*8.0/128.0; - // wrap the scroll just to be extra kind to float accuracy + speedscale = cl.time*r_skyscroll1.value*8.0/128.0; speedscale -= (int)speedscale; - - // scroll the lower cloud layer twice as fast (just like quake did) - Matrix4x4_CreateTranslate(&scroll1matrix, speedscale * r_skyscroll1.value, speedscale * r_skyscroll1.value, 0); - Matrix4x4_CreateTranslate(&scroll2matrix, speedscale * r_skyscroll2.value, speedscale * r_skyscroll2.value, 0); + Matrix4x4_CreateTranslate(&scroll1matrix, speedscale, speedscale, 0); + // scroll speed for lower layer (transparent layer) + speedscale = cl.time*r_skyscroll2.value*8.0/128.0; + speedscale -= (int)speedscale; + Matrix4x4_CreateTranslate(&scroll2matrix, speedscale, speedscale, 0); GL_Color(1, 1, 1, 1); GL_BlendFunc(GL_ONE, GL_ZERO); -- 2.39.2