Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha

This commit is contained in:
zicodxx 2011-02-18 00:43:03 +01:00
parent 79e84f8d17
commit 4c58b43b2d
2 changed files with 3 additions and 2 deletions

View file

@ -3,6 +3,7 @@ D1X-Rebirth Changelog
20110218
--------
arch/ogl/ogl.c, include/ogl_init.h, main/endlevel.c, main/object.c: Draw laser effects with special blending instead of disabled DepthMask; Added special blending for transparency effects as well to let them kick more ass; Corrections while rendering outside part of endlevel sequence with disabled depth testing and dynamically changing Render_depth to make the mine exit visible again while not rendering the exit tunnel tru the planet terrain
arch/ogl/ogl.c: Set zNear for gluPerspective to 0.1 to prevent ugly clipping while passing illusory walls; Set zFar to 5000.0 to prevent disappearing automap in large distance - all still sane enough for Intel chips so my eeePC is safe nyahahaha
20110215
--------

View file

@ -1219,9 +1219,9 @@ void ogl_start_frame(void){
glMatrixMode(GL_PROJECTION);
glLoadIdentity();//clear matrix
#ifdef OGLES
perspective(90.0,1.0,1.0,5000.0);
perspective(90.0,1.0,0.1,5000.0);
#else
gluPerspective(90.0,1.0,1.0,5000.0);
gluPerspective(90.0,1.0,0.1,5000.0);
#endif
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();//clear matrix