diff --git a/source/renderer/SkyManager.cpp b/source/renderer/SkyManager.cpp index 98d68d84c9..e0368e7f8c 100644 --- a/source/renderer/SkyManager.cpp +++ b/source/renderer/SkyManager.cpp @@ -252,6 +252,7 @@ void SkyManager::RenderSky() // Distance to draw the faces at const float D = 1500.0f; // distance from map center const float H = 500.0f; // height of the ceiling + const float FH = -100.0f; // height of the "floor" CShaderProgramPtr shader; CShaderTechniquePtr skytech; @@ -273,22 +274,22 @@ void SkyManager::RenderSky() glBegin(GL_QUADS); // GL_TEXTURE_CUBE_MAP_NEGATIVE_X - glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -H, -D ); - glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -H, +D ); + glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D ); + glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D ); glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D ); glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D ); // GL_TEXTURE_CUBE_MAP_POSITIVE_X - glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -H, +D ); - glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -H, -D ); + glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D ); + glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D ); glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D ); glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D ); // GL_TEXTURE_CUBE_MAP_NEGATIVE_Y - glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -H, -D ); - glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -H, +D ); - glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -H, +D ); - glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -H, -D ); + glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D ); + glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D ); + glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D ); + glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D ); // GL_TEXTURE_CUBE_MAP_POSITIVE_Y glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D ); @@ -297,14 +298,14 @@ void SkyManager::RenderSky() glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D ); // GL_TEXTURE_CUBE_MAP_NEGATIVE_Z - glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, -H, -D ); - glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, -H, -D ); + glTexCoord3f( -1, +1, +1 ); glVertex3f( +D, FH, -D ); + glTexCoord3f( +1, +1, +1 ); glVertex3f( -D, FH, -D ); glTexCoord3f( +1, -1, +1 ); glVertex3f( -D, +H, -D ); glTexCoord3f( -1, -1, +1 ); glVertex3f( +D, +H, -D ); // GL_TEXTURE_CUBE_MAP_POSITIVE_Z - glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, -H, +D ); - glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, -H, +D ); + glTexCoord3f( +1, +1, -1 ); glVertex3f( -D, FH, +D ); + glTexCoord3f( -1, +1, -1 ); glVertex3f( +D, FH, +D ); glTexCoord3f( -1, -1, -1 ); glVertex3f( +D, +H, +D ); glTexCoord3f( +1, -1, -1 ); glVertex3f( -D, +H, +D ); glEnd();