ref: fe1eb39db7ae6904924f3ab1f6f9b34416f2eb1b
dir: /sys/src/games/doom/r_sky.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // Sky rendering. The DOOM sky is a texture map like any // wall, wrapping around. A 1024 columns equal 360 degrees. // The default sky map is 256 columns and repeats 4 times // on a 320 screen? // // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $"; // Needed for FRACUNIT. #include "m_fixed.h" // Needed for Flat retrieval. #include "r_data.h" #ifdef __GNUG__ #pragma implementation "r_sky.h" #endif #include "r_sky.h" // // sky mapping // int skyflatnum; int skytexture; int skytexturemid; // // R_InitSkyMap // Called whenever the view size changes. // void R_InitSkyMap (void) { // skyflatnum = R_FlatNumForName ( SKYFLATNAME ); skytexturemid = 100*FRACUNIT; }