Slight changes to the cubemap stuff in the sky manager, to make it behave better after archivebuild.
This was SVN commit r12697.
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@ -87,6 +87,10 @@ void SkyManager::LoadSkyTextures()
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m_SkyTexture[i] = texture;
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}
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///////////////////////////////////////////////////////////////////////////
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// HACK: THE HORRIBLENESS HERE IS OVER 9000. The following code is a HUGE hack and will be removed completely
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// as soon as all the hardcoded GL_TEXTURE_2D references are corrected in the TextureManager/OGL/tex libs.
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glGenTextures(1, &m_SkyCubeMap);
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glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
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@ -114,7 +118,16 @@ void SkyManager::LoadSkyTextures()
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shared_ptr<u8> file;
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size_t fileSize;
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g_VFS->LoadFile(path, file, fileSize);
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if (g_VFS->LoadFile(path, file, fileSize) < 0)
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{
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VfsPath path2 = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds.cached.dds");
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if (g_VFS->LoadFile(path2, file, fileSize) < 0)
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{
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glDeleteTextures(1, &m_SkyCubeMap);
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LOGERROR(L"Error creating sky cubemap.");
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return;
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}
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}
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Tex tex;
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tex_decode(file, fileSize, &tex);
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@ -157,6 +170,7 @@ void SkyManager::LoadSkyTextures()
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glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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glBindTexture(GL_TEXTURE_2D, 0);
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///////////////////////////////////////////////////////////////////////////
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}
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