diff --git a/src/hardware/hw_main.c b/src/hardware/hw_main.c index d9e65523..6d3b8188 100644 --- a/src/hardware/hw_main.c +++ b/src/hardware/hw_main.c @@ -3527,9 +3527,7 @@ static void HWR_Subsector(size_t num) #ifndef POLYSKY // Moved here because before, when above the ceiling and the floor does not have the sky flat, it doesn't draw the sky if (gr_frontsector->ceilingpic == skyflatnum || gr_frontsector->floorpic == skyflatnum) - { drawsky = true; - } #endif #ifdef R_FAKEFLOORS @@ -5601,7 +5599,7 @@ static void HWR_ProjectPrecipitationSprite(precipmobj_t *thing) // ========================================================================== // // ========================================================================== -static void HWR_DrawSkyBackground(player_t *player) +static void HWR_DrawSkyBackground(void) { FOutVector v[4]; angle_t angle; @@ -5609,18 +5607,18 @@ static void HWR_DrawSkyBackground(player_t *player) float aspectratio; float angleturn; -// 3--2 -// | /| -// |/ | -// 0--1 - - (void)player; HWR_GetTexture(skytexture); + aspectratio = (float)vid.width/(float)vid.height; //Hurdler: the sky is the only texture who need 4.0f instead of 1.0 // because it's called just after clearing the screen // and thus, the near clipping plane is set to 3.99 // Sryder: Just use the near clipping plane value then + + // 3--2 + // | /| + // |/ | + // 0--1 v[0].x = v[3].x = -ZCLIP_PLANE-1; v[1].x = v[2].x = ZCLIP_PLANE+1; v[0].y = v[1].y = -ZCLIP_PLANE-1; @@ -5635,7 +5633,6 @@ static void HWR_DrawSkyBackground(player_t *player) // The only time this will probably be an issue is when a sky wider than 1024 is used as a sky AND a regular wall texture angle = (dup_viewangle + gr_xtoviewangle[0]); - dimensionmultiply = ((float)textures[skytexture]->width/256.0f); v[0].sow = v[3].sow = ((float) angle / ((ANGLE_90-1)*dimensionmultiply)); @@ -5643,10 +5640,13 @@ static void HWR_DrawSkyBackground(player_t *player) // Y angle = aimingangle; - - aspectratio = (float)vid.width/(float)vid.height; dimensionmultiply = ((float)textures[skytexture]->height/(128.0f*aspectratio)); - angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply; + + if (splitscreen) + { + dimensionmultiply *= 2; + angle *= 2; + } // Middle of the sky should always be at angle 0 // need to keep correct aspect ratio with X @@ -5662,6 +5662,8 @@ static void HWR_DrawSkyBackground(player_t *player) v[0].tow = v[1].tow = -(0.5f-(0.5f/dimensionmultiply)); } + angleturn = (((float)ANGLE_45-1.0f)*aspectratio)*dimensionmultiply; + 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 { angle = InvAngle(angle); @@ -5825,12 +5827,8 @@ if (0) HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off } -#ifndef _NDS if (drawsky) - HWR_DrawSkyBackground(player); -#else - (void)HWR_DrawSkyBackground; -#endif + HWR_DrawSkyBackground(); //Hurdler: it doesn't work in splitscreen mode drawsky = splitscreen; @@ -6046,12 +6044,8 @@ if (0) HWD.pfnSetSpecialState(HWD_SET_FOG_MODE, 0); // Turn it off } -#ifndef _NDS if (!skybox && drawsky) // Don't draw the regular sky if there's a skybox - HWR_DrawSkyBackground(player); -#else - (void)HWR_DrawSkyBackground; -#endif + HWR_DrawSkyBackground(); //Hurdler: it doesn't work in splitscreen mode drawsky = splitscreen;