- remove use of builtin texture matrices.

- make matrix class single precision.
This commit is contained in:
Christoph Oelckers 2014-07-13 20:41:20 +02:00
commit dbb05c5f33
14 changed files with 198 additions and 175 deletions

View file

@ -293,20 +293,17 @@ void RenderDome(FMaterial * tex, float x_offset, float y_offset, bool mirror, in
glScalef(1.f, 1.2f * 1.17f, 1.f);
yscale = 240.f / texh;
}
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
glScalef(mirror? -xscale : xscale, yscale, 1.f);
glTranslatef(1.f, y_offset / texh, 1.f);
glMatrixMode(GL_MODELVIEW);
gl_RenderState.EnableTextureMatrix(true);
gl_RenderState.mTextureMatrix.loadIdentity();
gl_RenderState.mTextureMatrix.scale(mirror? -xscale : xscale, yscale, 1.f);
gl_RenderState.mTextureMatrix.translate(1.f, y_offset / texh, 1.f);
}
GLRenderer->mSkyVBO->RenderDome(tex, mode);
gl_RenderState.EnableTextureMatrix(false);
if (tex)
{
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}