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source/renderer/SkyManager.cpp
Show First 20 Lines • Show All 229 Lines • ▼ Show 20 Lines | #else | ||||
// 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); | ||||
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 we are at the center of the map. | // Translate so we are at the center of the map. | ||||
ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide(); | ssize_t mapSize = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide(); | ||||
glTranslatef(mapSize*(TERRAIN_TILE_SIZE/2.0f), m_HorizonHeight, mapSize*(TERRAIN_TILE_SIZE/2.0f) ); | glTranslatef(mapSize*(TERRAIN_TILE_SIZE/2.0f), m_HorizonHeight, mapSize*(TERRAIN_TILE_SIZE/2.0f) ); | ||||
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Wildfire Games · Phabricator