void R_SetupScene(void)
{
	//johnfitz -- rewrote this section
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glViewport(glx + r_refdef.vrect.x,
		gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
		r_refdef.vrect.width,
		r_refdef.vrect.height);
	//johnfitz

	GL_SetFrustum(r_fovx, r_fovy); //johnfitz -- use r_fov* vars

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glRotatef(-90, 1, 0, 0);	    // put Z going up
	glRotatef(90, 0, 0, 1);			// put Z going up
	glRotatef(-r_refdef.viewangles[2], 1, 0, 0);
	glRotatef(-r_refdef.viewangles[0], 0, 1, 0);
	glRotatef(-r_refdef.viewangles[1], 0, 0, 1);
	glTranslatef(-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
	glGetFloatv(GL_MODELVIEW_MATRIX, r_world_matrix);

	// set drawing parms
	if (gl_cull.value)
		glEnable(GL_CULL_FACE);
	else
		glDisable(GL_CULL_FACE);

	VideoLayer_Enable(VIDEO_DEPTH_TEST);
}
Esempio n. 2
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/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
	//johnfitz -- rewrote this section
	glMatrixMode(GL_PROJECTION);
    glLoadIdentity ();
	glViewport (glx + r_refdef.vrect.x,
				gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
				r_refdef.vrect.width,
				r_refdef.vrect.height);
	//johnfitz

	if (vr_enabled.value)
	{
		VR_SetFrustum(); // jeremiah sypult -- VR is responsible for frustum
	}
	else 
	{
		GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
	}

//	glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right

	glMatrixMode(GL_MODELVIEW);
    glLoadIdentity ();

    glRotatef (-90,  1, 0, 0);	    // put Z going up
    glRotatef (90,  0, 0, 1);	    // put Z going up
    glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
    glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
    glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
    glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);

	glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);

	//
	// set drawing parms
	//
	if (gl_cull.value)
		glEnable(GL_CULL_FACE);
	else
		glDisable(GL_CULL_FACE);

	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);
	glEnable(GL_DEPTH_TEST);
}