+ // 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;
+
+ 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);