From 493af49a000034bf45c68a9319280a5b1d37dd84 Mon Sep 17 00:00:00 2001 From: Monster Iestyn Date: Sat, 3 Feb 2018 21:39:36 +0000 Subject: [PATCH] Correct backwards skies for OpenGL too --- src/hardware/hw_main.c | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index 610ad492b..44da2b9f2 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -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