OpenGL remove HOMs

Removes HOMs from OpenGL.
This also seems to have made skyboxes not draw ontop of everything else
on Intel GPU's.
This commit is contained in:
Sryder13 2014-03-22 17:17:40 +00:00
parent 1f452953b6
commit 9386b3900b

View file

@ -4610,6 +4610,15 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on const boolean skybox = (skyboxmo[0] && cv_skybox.value); // True if there's a skybox object and skyboxes are on
FRGBAFloat ClearColor;
ClearColor.red = 0.0f;
ClearColor.green = 0.0f;
ClearColor.blue = 0.0f;
ClearColor.alpha = 1.0f;
HWD.pfnClearBuffer(true, false, &ClearColor); // Clear the Color Buffer, stops HOMs. Also seems to fix the skybox issue on Intel GPUs.
if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox if (skybox && drawsky) // If there's a skybox and we should be drawing the sky, draw the skybox
HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind HWR_RenderSkyboxView(viewnumber, player); // This is drawn before everything else so it is placed behind
@ -4685,7 +4694,7 @@ void HWR_RenderPlayerView(INT32 viewnumber, player_t *player)
gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l))); gr_fovlud = (float)(1.0l/tan((double)(fpov*M_PIl/360l)));
//------------------------------------------------------------------------ //------------------------------------------------------------------------
HWR_ClearView(); HWR_ClearView(); // Clears the depth buffer and resets the view I believe
if (0) if (0)
{ // I don't think this is ever used. { // I don't think this is ever used.