Merge branch 'animated-sky' into 'master'

Animated sky support

What it says on the tin: skies can be animated textures now. Just set them up as normal animated textures (keeping in mind the starting texture still has to comply with the SKYn/SKYnn/SKYnnn naming format) and hey presto, your sky animates.

See merge request !34
This commit is contained in:
Inuyasha 2016-09-29 08:34:12 -04:00
commit d7aae15a6f
2 changed files with 4 additions and 4 deletions

View File

@ -5330,7 +5330,7 @@ static void HWR_DrawSkyBackground(player_t *player)
// 0--1
(void)player;
HWR_GetTexture(skytexture);
HWR_GetTexture(texturetranslation[skytexture]);
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
// because it's called just after clearing the screen
@ -5350,7 +5350,7 @@ static void HWR_DrawSkyBackground(player_t *player)
angle = (dup_viewangle + gr_xtoviewangle[0]);
dimensionmultiply = ((float)textures[skytexture]->width/256.0f);
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));
@ -5359,7 +5359,7 @@ static void HWR_DrawSkyBackground(player_t *player)
angle = aimingangle;
aspectratio = (float)vid.width/(float)vid.height;
dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio));
dimensionmultiply = ((float)textures[texturetranslation[skytexture]]->height/(128.0f*aspectratio));
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
// Middle of the sky should always be at angle 0

View File

@ -711,7 +711,7 @@ void R_DrawPlanes(void)
angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
dc_x = x;
dc_source =
R_GetColumn(skytexture,
R_GetColumn(texturetranslation[skytexture],
angle);
wallcolfunc();
}