reflection clipping cleanups

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@2076 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
Lee Salzman
2008-05-21 02:44:30 +00:00
parent 2695c00280
commit cc3b343169
5 changed files with 21 additions and 24 deletions
+5 -9
View File
@@ -75,16 +75,13 @@ extern int nquads;
void setprojtexmatrix()
{
GLfloat pm[16], mm[16];
glGetFloatv(GL_PROJECTION_MATRIX, pm);
glGetFloatv(GL_MODELVIEW_MATRIX, mm);
GLdouble matrix[16];
memcpy(matrix, mvpmatrix, 16*sizeof(GLdouble));
loopi(2) loopj(4) matrix[i + j*4] = 0.5f*(matrix[i + j*4] + matrix[3 + j*4]);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(0.5f, 0.5f, 0.5f);
glScalef(0.5f, 0.5f, 0.5f);
glMultMatrixf(pm);
glMultMatrixf(mm);
glLoadMatrixd(matrix);
}
void setupmultitexrefract(GLuint reflecttex, GLuint refracttex)
@@ -237,7 +234,6 @@ void addwaterquad(int x, int y, int size) // update bounding rect that con
void calcwaterscissor()
{
extern GLdouble mvpmatrix[16];
vec4 v[4];
float sx1 = 1, sy1 = 1, sx2 = -1, sy2 = -1;
loopi(4)