OpenGL2: Don't interleave texCoords and lightCoords in tess.
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1c1e1f61f1
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2349ef038e
9 changed files with 74 additions and 84 deletions
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@ -386,8 +386,8 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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tess.xyz[tess.numVertexes][2] = s_skyPoints[t][s][2];
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tess.xyz[tess.numVertexes][3] = 1.0;
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tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0];
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tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1];
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tess.texCoords[tess.numVertexes][0] = s_skyTexCoords[t][s][0];
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tess.texCoords[tess.numVertexes][1] = s_skyTexCoords[t][s][1];
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tess.numVertexes++;
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@ -563,8 +563,8 @@ static void FillCloudySkySide( const int mins[2], const int maxs[2], qboolean ad
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for ( s = mins[0]+HALF_SKY_SUBDIVISIONS; s <= maxs[0]+HALF_SKY_SUBDIVISIONS; s++ )
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{
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VectorAdd( s_skyPoints[t][s], backEnd.viewParms.or.origin, tess.xyz[tess.numVertexes] );
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tess.texCoords[tess.numVertexes][0][0] = s_skyTexCoords[t][s][0];
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tess.texCoords[tess.numVertexes][0][1] = s_skyTexCoords[t][s][1];
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tess.texCoords[tess.numVertexes][0] = s_skyTexCoords[t][s][0];
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tess.texCoords[tess.numVertexes][1] = s_skyTexCoords[t][s][1];
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tess.numVertexes++;
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