two-layer sky rendering now uses GL_ARB_texture_env_combine if available to render...
authorlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 2 Nov 2001 12:45:53 +0000 (12:45 +0000)
committerlordhavoc <lordhavoc@d7cf8633-e32d-0410-b094-e92efae38249>
Fri, 2 Nov 2001 12:45:53 +0000 (12:45 +0000)
commit580fdb991fa202bf88799271dc6a3df4fbf5eef8
treeba1817331f458b5af2933ea611dce7fda292010a
parente5b321d5e9d098f905e4696720685b8d66beea9f
two-layer sky rendering now uses GL_ARB_texture_env_combine if available to render both layers in one pass (nice speedup), and sky rendering code has been simplified a little, also optimized the per vertex direction calculations to use RSqrt code instead of normal 1/sqrt

git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@1002 d7cf8633-e32d-0410-b094-e92efae38249
gl_poly.c
gl_poly.h