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:
parent
79e84f8d17
commit
4c58b43b2d
|
@ -3,6 +3,7 @@ D1X-Rebirth Changelog
|
||||||
20110218
|
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, 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
|
20110215
|
||||||
--------
|
--------
|
||||||
|
|
|
@ -1219,9 +1219,9 @@ void ogl_start_frame(void){
|
||||||
glMatrixMode(GL_PROJECTION);
|
glMatrixMode(GL_PROJECTION);
|
||||||
glLoadIdentity();//clear matrix
|
glLoadIdentity();//clear matrix
|
||||||
#ifdef OGLES
|
#ifdef OGLES
|
||||||
perspective(90.0,1.0,1.0,5000.0);
|
perspective(90.0,1.0,0.1,5000.0);
|
||||||
#else
|
#else
|
||||||
gluPerspective(90.0,1.0,1.0,5000.0);
|
gluPerspective(90.0,1.0,0.1,5000.0);
|
||||||
#endif
|
#endif
|
||||||
glMatrixMode(GL_MODELVIEW);
|
glMatrixMode(GL_MODELVIEW);
|
||||||
glLoadIdentity();//clear matrix
|
glLoadIdentity();//clear matrix
|
||||||
|
|
Loading…
Reference in a new issue