From 4761745b5be19ba6c9566bbe99d2e10577248b38 Mon Sep 17 00:00:00 2001 From: havoc Date: Tue, 10 Feb 2004 20:54:20 +0000 Subject: [PATCH] recalculate farclip immediately before rendering, instead of from the previous frame, cures some quick turn glitches git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@3886 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index e7a3ac58..a85815cb 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -796,11 +796,6 @@ static void R_SetupFrame (void) VectorNegate(r_viewleft, r_viewright); GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); - if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer))) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f); - else - GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip); - GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix); R_AnimateLight(); } @@ -887,6 +882,11 @@ void R_RenderView (void) R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f); R_MarkEntities(); r_farclip = R_FarClip_Finish() + 256.0f; + if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer))) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f); + else + GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip); + GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix); R_TimeReport("markentity"); qglDepthFunc(GL_LEQUAL); -- 2.39.2