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source/renderer/SkyManager.cpp
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// This will be done before anything else is drawn so we'll be overlapped by everything else. | // This will be done before anything else is drawn so we'll be overlapped by everything else. | ||||
// Do nothing unless SetSkySet was called | // Do nothing unless SetSkySet was called | ||||
if (m_SkySet.empty()) | if (m_SkySet.empty()) | ||||
return; | return; | ||||
glDepthMask(GL_FALSE); | glDepthMask(GL_FALSE); | ||||
pglActiveTextureARB(GL_TEXTURE0_ARB); | glActiveTextureARB(GL_TEXTURE0_ARB); | ||||
if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED) | if (g_RenderingOptions.GetRenderPath() == RenderPath::FIXED) | ||||
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); | glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); | ||||
glMatrixMode(GL_MODELVIEW); | glMatrixMode(GL_MODELVIEW); | ||||
glPushMatrix(); | glPushMatrix(); | ||||
// Translate so the sky center is at the camera space origin. | // Translate so the sky center is at the camera space origin. | ||||
CVector3D cameraPos = g_Renderer.GetViewCamera().GetOrientation().GetTranslation(); | CVector3D cameraPos = g_Renderer.GetViewCamera().GetOrientation().GetTranslation(); | ||||
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