Correct backwards skies for OpenGL too

This commit is contained in:
Monster Iestyn 2018-02-03 21:39:36 +00:00
parent 33a538383f
commit 493af49a00
1 changed files with 7 additions and 6 deletions

View File

@ -5487,8 +5487,9 @@ static void HWR_DrawSkyBackground(player_t *player)
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->width/256.0f);
v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply));
v[2].sow = v[1].sow = (-1.0f/dimensionmultiply)+((float) angle / ((ANGLE_90-1)*dimensionmultiply));
v[0].sow = v[3].sow = ((float) (-angle) / ((ANGLE_90-1)*dimensionmultiply)); // left
v[2].sow = v[1].sow = v[0].sow + (1.0f/dimensionmultiply); // right (or left + 1.0f)
// use +angle and -1.0f above instead if you wanted old backwards behavior
// Y
angle = aimingangle;
@ -5502,13 +5503,13 @@ static void HWR_DrawSkyBackground(player_t *player)
if (atransform.flip)
{
// During vertical flip the sky should be flipped and it's y movement should also be flipped obviously
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply));
v[0].tow = v[1].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
v[3].tow = v[2].tow = -(0.5f-(0.5f/dimensionmultiply)); // top
v[0].tow = v[1].tow = v[3].tow - (1.0f/dimensionmultiply); // bottom (or top - 1.0f)
}
else
{
v[3].tow = v[2].tow = (-1.0f/dimensionmultiply)-(0.5f-(0.5f/dimensionmultiply));
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply));
v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); // bottom
v[3].tow = v[2].tow = v[0].tow - (1.0f/dimensionmultiply); // top (or bottom - 1.0f)
}
if (angle > ANGLE_180) // Do this because we don't want the sky to suddenly teleport when crossing over 0 to 360 and vice versa