make tcgen environment work exactly like in Q3A (the previous code didn't just use...
authordivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 9 Jun 2009 10:06:49 +0000 (10:06 +0000)
committerdivverent <divverent@d7cf8633-e32d-0410-b094-e92efae38249>
Tue, 9 Jun 2009 10:06:49 +0000 (10:06 +0000)
commit6d62a4ab568c28eb6111824bea906b05d13991ab
tree7820fe8b654be88fc33be758c2442ffe022b017a
parent97ba0820b5cc674aae17cf9708d74a93cc0e3712
make tcgen environment work exactly like in Q3A (the previous code didn't just use pixels from the spheremap, it even left the bounds of it), but let it transform the reflected ray to worldspace so it can even be used on models

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@9012 d7cf8633-e32d-0410-b094-e92efae38249
gl_rmain.c