forked from 0ad/0ad
Fix #543 (Replace skybox with black background), based on patch from Jayschwa
This was SVN commit r8018.
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@ -62,8 +62,8 @@ font.console = console
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font.default = palatino12
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font.default = palatino12
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font.misc = verdana16
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font.misc = verdana16
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; Colour of the sky (in "r g b" format). (Will be removed once there's proper sky support).
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; Colour of the sky (in "r g b" format)
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;skycolor = "255 0 0"
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skycolor = "0 0 0"
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; Maximum number of players in a session (default 6).
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; Maximum number of players in a session (default 6).
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max_players = 8
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max_players = 8
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@ -196,7 +196,7 @@ void Render()
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ogl_WarnIfError();
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ogl_WarnIfError();
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CStr skystring = "61 193 255";
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CStr skystring = "255 0 255";
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CFG_GET_USER_VAL("skycolor", String, skystring);
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CFG_GET_USER_VAL("skycolor", String, skystring);
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CColor skycol;
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CColor skycol;
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GUI<CColor>::ParseString(skystring, skycol);
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GUI<CColor>::ParseString(skystring, skycol);
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@ -1238,17 +1238,6 @@ void CRenderer::RenderSubmissions()
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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// render sky; this is done before everything so that
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// (a) we can use a box around the camera instead of placing it "infinitely far away"
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// (we just disable depth write so that this doesn't affect future rendering)
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// (b) transparent objects properly overlap the sky
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if (m_SkyManager->m_RenderSky)
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{
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MICROLOG(L"render sky");
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m->skyManager.RenderSky();
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ogl_WarnIfError();
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}
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// render submitted patches and models
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// render submitted patches and models
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MICROLOG(L"render patches");
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MICROLOG(L"render patches");
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RenderPatches();
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RenderPatches();
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