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); }
/* ============= 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); }