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forked from 0ad/0ad

Move the skybox up per Mythos' ruler recommendation. This should probably be a map setting.

This was SVN commit r14844.
This commit is contained in:
wraitii 2014-03-15 21:07:02 +00:00
parent caeaf62723
commit ffe0faeca4

View File

@ -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();