int skyboxelements[6*2*3] =
{
- // skyside[0]
- 8, 9, 10,
- 8, 10, 11,
+ // skyside[3]
+ 0, 1, 2,
+ 0, 2, 3,
// skyside[1]
4, 5, 6,
4, 6, 7,
+ // skyside[0]
+ 8, 9, 10,
+ 8, 10, 11,
// skyside[2]
12, 13, 14,
12, 14, 15,
- // skyside[3]
- 0, 1, 2,
- 0, 2, 3,
// skyside[4]
16, 17, 18,
16, 18, 19,
{
int i;
rmeshstate_t m;
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
memset(&m, 0, sizeof(m));
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
{
m.tex[0] = R_GetTexture(skyboxside[i]);
R_Mesh_State_Texture(&m);
- R_Mesh_Draw(4, 2, skyboxelements + i * 6);
+ R_Mesh_Draw(6*4, 2, skyboxelements + i * 6);
}
}
Matrix4x4_CreateIdentity(&identitymatrix);
GL_VertexPointer(skysphere_vertex3f);
- GL_Color(r_colorscale, r_colorscale, r_colorscale, 1);
+ GL_Color(1, 1, 1, 1);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthTest(false); // don't modify or read zbuffer
m.tex[0] = R_GetTexture(solidskytexture);
m.pointer_texcoord[0] = skysphere_texcoord2f;
R_Mesh_TextureMatrix(0, &scroll1matrix);
- if (r_colorscale == 1 && r_textureunits.integer >= 2)
+ if (r_textureunits.integer >= 2)
{
// one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
// LordHavoc: note that color is not set here because it does not