- GL_Color(1, 1, 1, 1);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_DepthTest(false); // don't modify or read zbuffer
- memset(&m, 0, sizeof(m));
- m.pointer_vertex = skysphere_vertex3f;
- m.tex[0] = R_GetTexture(r_refdef.worldmodel->brush.solidskytexture);
- m.pointer_texcoord[0] = skysphere_texcoord2f;
- m.texmatrix[0] = scroll1matrix;
- if (r_textureunits.integer >= 2)
- {
- // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer
- m.tex[1] = R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture);
- m.texcombinergb[1] = gl_combine.integer ? GL_INTERPOLATE_ARB : GL_DECAL;
- m.pointer_texcoord[1] = skysphere_texcoord2f;
- m.texmatrix[1] = scroll2matrix;
- R_Mesh_State(&m);
- GL_LockArrays(0, skysphere_numverts);
- R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
- GL_LockArrays(0, 0);
- }
- else
- {
- // two pass
- R_Mesh_State(&m);
- GL_LockArrays(0, skysphere_numverts);
- R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
- GL_LockArrays(0, 0);
-
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- m.tex[0] = R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture);
- m.texmatrix[0] = scroll2matrix;
- R_Mesh_State(&m);
- GL_LockArrays(0, skysphere_numverts);
- R_Mesh_Draw(0, skysphere_numverts, skysphere_numtriangles, skysphere_element3i);
- GL_LockArrays(0, 0);
- }
+ RSurf_ActiveCustomEntity(&skymatrix, &skyinversematrix, 0, 0, 1, 1, 1, 1, skysphere_numverts, skysphere_vertex3f, skysphere_texcoord2f, NULL, NULL, NULL, NULL, skysphere_numtriangles, skysphere_element3i, skysphere_element3s, false, false);
+ R_DrawCustomSurface(r_refdef.scene.worldmodel->brush.solidskyskinframe, &scroll1matrix, MATERIALFLAG_SKY | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST , 0, skysphere_numverts, 0, skysphere_numtriangles, false, false);
+ R_DrawCustomSurface(r_refdef.scene.worldmodel->brush.alphaskyskinframe, &scroll2matrix, MATERIALFLAG_SKY | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NOCULLFACE | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED, 0, skysphere_numverts, 0, skysphere_numtriangles, false, false);