ok, something aparently went wrong, last time, so I'm commiting again

hopefully it should work this time
damnit WORK!!!
This commit is contained in:
bobboau committed 2007-01-14 14:03:40 +00:00
1 parent 3979af39b1
commit 6d7c837732
42 files changed
+1798 -448

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+15 -8
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@@ -9,13 +9,17 @@
/*
* $Logfile: /Freespace2/code/Freespace2/FreeSpace.cpp $
* $Revision: 2.276 $
* $Date: 2007-01-08 00:50:58 $
* $Author: Goober5000 $
* $Revision: 2.277 $
* $Date: 2007-01-14 14:03:32 $
* $Author: bobboau $
*
* FreeSpace main body
*
* $Log: not supported by cvs2svn $
* Revision 2.276 2007/01/08 00:50:58 Goober5000
* remove WMC's limbo code, per our discussion a few months ago
* this will later be handled by copying ship stats using sexps or scripts
*
* Revision 2.275 2007/01/07 12:34:36 taylor
* proper envmap generation for OpenGL
*
@@ -4149,7 +4153,8 @@ void game_get_framerate()
char filename[MAX_PATH];
int size;
memblockinfo_sort();
for(int i = 0; i < 30; i++)
int i;
for(i = 0; i < 30; i++)
{
memblockinfo_sort_get_entry(i, filename, &size);
@@ -5071,7 +5076,7 @@ vec3d Dead_player_last_vel = { { { 1.0f, 1.0f, 1.0f } } };
extern float View_zoom;
inline void render_environment(int i, vec3d *eye_pos, matrix *new_orient, float new_zoom)
{
bm_set_render_target( (Game_subspace_effect) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map, i);
bm_set_render_target( (Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map, i);
gr_clear();
@@ -5109,7 +5114,7 @@ void setup_environment_mapping(vec3d *eye_pos, matrix *eye_orient)
return;
}
if ( (Game_subspace_effect && (gr_screen.dynamic_environment_map < 0)) || (!Game_subspace_effect && (gr_screen.static_environment_map < 0)) ) {
if ( ((Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) && (gr_screen.dynamic_environment_map < 0)) || (!(Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) && (gr_screen.static_environment_map < 0)) ) {
if (ENVMAP >= 0)
return;
@@ -5125,7 +5130,7 @@ void setup_environment_mapping(vec3d *eye_pos, matrix *eye_orient)
return;
}
ENVMAP = (Game_subspace_effect) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map;
ENVMAP = (Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) ? gr_screen.dynamic_environment_map : gr_screen.static_environment_map;
/*
Envmap matrix setup -- left-handed
@@ -5514,8 +5519,10 @@ void game_render_frame( vec3d *eye_pos, matrix *eye_orient )
shield_point_multi_setup();
}
void stars_add_lights();
stars_add_lights();
// this needs to happen after g3_start_frame() and before the primary projection and view matrix is setup
if ( Cmdline_env && (!cube_map_drawen || Game_subspace_effect) ) {
if ( Cmdline_env && (!cube_map_drawen || Game_subspace_effect || The_mission.flags & MISSION_FLAG_DYNAMIC_ENVIRONMENT_MAP) ) {
setup_environment_mapping(eye_pos, eye_orient);
cube_map_drawen = true;
}