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:
commit
d7aae15a6f
|
@ -5330,7 +5330,7 @@ static void HWR_DrawSkyBackground(player_t *player)
|
||||||
// 0--1
|
// 0--1
|
||||||
|
|
||||||
(void)player;
|
(void)player;
|
||||||
HWR_GetTexture(skytexture);
|
HWR_GetTexture(texturetranslation[skytexture]);
|
||||||
|
|
||||||
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
|
//Hurdler: the sky is the only texture who need 4.0f instead of 1.0
|
||||||
// because it's called just after clearing the screen
|
// 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]);
|
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[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[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;
|
angle = aimingangle;
|
||||||
|
|
||||||
aspectratio = (float)vid.width/(float)vid.height;
|
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;
|
angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply;
|
||||||
|
|
||||||
// Middle of the sky should always be at angle 0
|
// Middle of the sky should always be at angle 0
|
||||||
|
|
|
@ -711,7 +711,7 @@ void R_DrawPlanes(void)
|
||||||
angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
|
angle = (pl->viewangle + xtoviewangle[x])>>ANGLETOSKYSHIFT;
|
||||||
dc_x = x;
|
dc_x = x;
|
||||||
dc_source =
|
dc_source =
|
||||||
R_GetColumn(skytexture,
|
R_GetColumn(texturetranslation[skytexture],
|
||||||
angle);
|
angle);
|
||||||
wallcolfunc();
|
wallcolfunc();
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in a new issue