コード例 #1
0
ファイル: FeatureDrawer.cpp プロジェクト: Mocahteam/SpringPP
void CFeatureDrawer::Draw()
{
	if(globalRendering->drawFog) {
		glEnable(GL_FOG);
		glFogfv(GL_FOG_COLOR, mapInfo->atmosphere.fogColor);
	}

	GML_RECMUTEX_LOCK(feat); // Draw

	CBaseGroundDrawer* gd = readmap->GetGroundDrawer();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

		SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);

		glBindTexture(GL_TEXTURE_2D, gd->infoTex);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}


	unitDrawer->SetupForUnitDrawing();
	GetVisibleFeatures(0, true);

	for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
		opaqueModelRenderers[modelType]->PushRenderState();
		DrawOpaqueFeatures(modelType);
		opaqueModelRenderers[modelType]->PopRenderState();
	}

	unitDrawer->CleanUpUnitDrawing();

	farTextureHandler->Draw();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	glDisable(GL_TEXTURE_2D);
	glDisable(GL_FOG);

	DrawFeatureStats();
}
コード例 #2
0
ファイル: FeatureDrawer.cpp プロジェクト: AMDmi3/spring
void CFeatureDrawer::Draw()
{
	ISky::SetupFog();

	GML_RECMUTEX_LOCK(feat); // Draw

	CBaseGroundDrawer* gd = readMap->GetGroundDrawer();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glEnable(GL_TEXTURE_2D);
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

		glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
		SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);

		glBindTexture(GL_TEXTURE_2D, gd->GetActiveInfoTexture());
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	unitDrawer->SetupForUnitDrawing(false);
	GetVisibleFeatures(0, true);

	for (int modelType = MODELTYPE_3DO; modelType < MODELTYPE_OTHER; modelType++) {
		opaqueModelRenderers[modelType]->PushRenderState();
		DrawOpaqueFeatures(modelType);
		opaqueModelRenderers[modelType]->PopRenderState();
	}

	unitDrawer->CleanUpUnitDrawing(false);

	farTextureHandler->Draw();

	if (gd->DrawExtraTex()) {
		glActiveTextureARB(GL_TEXTURE2_ARB);
		glDisable(GL_TEXTURE_2D);
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	glDisable(GL_TEXTURE_2D);
	glDisable(GL_FOG);
#ifdef USE_GML
	DrawFeatureStats();
#endif
}
コード例 #3
0
void CSm3GroundDrawer::DrawObjects(bool drawWaterReflection,bool drawUnitReflection)
{
/*	glEnable(GL_ALPHA_TEST);
	glEnable(GL_TEXTURE_2D);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	glEnable(GL_BLEND);
*/
//	sky->SetCloudShadow(1);
//	if(drawWaterReflection)
//		treeDistance*=0.5f;

	if(groundDecals && !(drawWaterReflection || drawUnitReflection))
		groundDecals->Draw();
	ph->DrawGroundFlashes();
	if(treeDrawer->drawTrees){
		if(DrawExtraTex()){
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D);
			glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_RGB_ARB,GL_ADD_SIGNED_ARB);
			glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_RGB_ARB,GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_RGB_ARB,GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV,GL_COMBINE_ALPHA_ARB,GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE0_ALPHA_ARB,GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV,GL_SOURCE1_ALPHA_ARB,GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_COMBINE_ARB);
			glBindTexture(GL_TEXTURE_2D, infoTex);
			SetTexGen(1.0f/(gs->pwr2mapx*SQUARE_SIZE),1.0f/(gs->pwr2mapy*SQUARE_SIZE),0,0);
		  glActiveTextureARB(GL_TEXTURE0_ARB);
		}
		treeDrawer->Draw(drawWaterReflection || drawUnitReflection);
		if(DrawExtraTex()){
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
			glDisable(GL_TEXTURE_GEN_S);
			glDisable(GL_TEXTURE_GEN_T);
			glDisable(GL_TEXTURE_2D);
		  glActiveTextureARB(GL_TEXTURE0_ARB);
		}
	}
	
	glDisable(GL_ALPHA_TEST);
}
コード例 #4
0
void SMFRenderStateFFP::SetSquareTexGen(const int sqx, const int sqy) const {
	// const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
	// const float smfTexSquareSizeInv = 1.0f / smfMap->bigTexSize;

	SetTexGen(1.0f / 1024.0f, 1.0f / 1024.0f, -sqx, -sqy);
}
コード例 #5
0
void SMFRenderStateFFP::Enable(const CSMFGroundDrawer* smfGroundDrawer, const DrawPass::e&) {
	const CSMFReadMap* smfMap = smfGroundDrawer->GetReadMap();
	static const GLfloat planeX[] = {0.02f, 0.0f, 0.00f, 0.0f};
	static const GLfloat planeZ[] = {0.00f, 0.0f, 0.02f, 0.0f};

	glColor4f(1.0f, 1.0f, 1.0f, 1.0f);

	if (smfGroundDrawer->DrawExtraTex()) {
		glActiveTexture(GL_TEXTURE1);
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, smfGroundDrawer->infoTex);
		glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
		glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
		SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0, 0);


		glActiveTexture(GL_TEXTURE2);
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, smfMap->GetShadingTexture());
		glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen

		if (smfGroundDrawer->drawMode == CBaseGroundDrawer::drawMetal) {
			// increase brightness for metal spots
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
		}

		SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0, 0);


		glActiveTexture(GL_TEXTURE3);
		if (smfMap->GetDetailTexture() != 0) {
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
			glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
			glTexGenfv(GL_S, GL_OBJECT_PLANE, planeX);
			glEnable(GL_TEXTURE_GEN_S);

			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
			glTexGenfv(GL_T, GL_OBJECT_PLANE, planeZ);
			glEnable(GL_TEXTURE_GEN_T);
		} else {
			glDisable(GL_TEXTURE_2D);
		}
	} else {
		if (smfMap->GetDetailTexture()) {
			glActiveTexture(GL_TEXTURE1);
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
			glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
			glTexGenfv(GL_S, GL_OBJECT_PLANE, planeX);
			glEnable(GL_TEXTURE_GEN_S);

			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
			glTexGenfv(GL_T, GL_OBJECT_PLANE, planeZ);
			glEnable(GL_TEXTURE_GEN_T);
		} else {
			glActiveTexture(GL_TEXTURE1);
			glDisable(GL_TEXTURE_2D);
		}


		glActiveTexture(GL_TEXTURE2);
		glEnable(GL_TEXTURE_2D);
		glBindTexture(GL_TEXTURE_2D, smfMap->GetShadingTexture());
		glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
		SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), -0.5f / gs->pwr2mapx, -0.5f / gs->pwr2mapy);


		// bind the detail texture a 2nd time to increase the details (-> GL_ADD_SIGNED_ARB is limited -0.5 to +0.5)
		// (also do this after the shading texture cause of color clamping issues)
		if (smfMap->GetDetailTexture()) {
			glActiveTexture(GL_TEXTURE3);
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D, smfMap->GetDetailTexture());
			glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f, 1.0f, 1.0f, 1.0f); // fix nvidia bug with gltexgen
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
			glTexGenfv(GL_S, GL_OBJECT_PLANE, planeX);
			glEnable(GL_TEXTURE_GEN_S);

			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_OBJECT_LINEAR);
			glTexGenfv(GL_T, GL_OBJECT_PLANE, planeZ);
			glEnable(GL_TEXTURE_GEN_T);
		} else {
			glActiveTexture(GL_TEXTURE3);
			glDisable(GL_TEXTURE_2D);
		}
	}

	glActiveTexture(GL_TEXTURE0);
	glEnable(GL_TEXTURE_2D);
}
コード例 #6
0
void CGrassDrawer::SetupGlStateNear()
{
	// bind textures
	{
		glActiveTextureARB(GL_TEXTURE0_ARB);
			glBindTexture(GL_TEXTURE_2D, grassBladeTex);
		glActiveTextureARB(GL_TEXTURE1_ARB);
			glBindTexture(GL_TEXTURE_2D, readMap->GetGrassShadingTexture());
		glActiveTextureARB(GL_TEXTURE2_ARB);
			glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());
		glActiveTextureARB(GL_TEXTURE3_ARB);
			glBindTexture(GL_TEXTURE_2D, infoTextureHandler->GetCurrentInfoTexture());
		glActiveTextureARB(GL_TEXTURE5_ARB);
			glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, cubeMapHandler->GetSpecularTextureID());
	}

	// bind shader
	if (globalRendering->haveGLSL) {
		EnableShader(GRASS_PROGRAM_NEAR);

		if (shadowHandler->shadowsLoaded) {
			glActiveTextureARB(GL_TEXTURE4_ARB);
				glBindTexture(GL_TEXTURE_2D, shadowHandler->shadowTexture);
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
				glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
				glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
		}

		glMatrixMode(GL_PROJECTION);
			glPushMatrix();
			glMultMatrixf(camera->GetViewMatrix());
		glMatrixMode(GL_MODELVIEW);
			glPushMatrix();
			glLoadIdentity();
	} else {
		// FPP enable textures
		glActiveTextureARB(GL_TEXTURE0_ARB);
			glEnable(GL_TEXTURE_2D);
		glActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D);
			glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
			SetTexGen(1.0f / (mapDims.mapx * SQUARE_SIZE), 1.0f / (mapDims.mapy * SQUARE_SIZE), 0.0f, 0.0f);
		glActiveTextureARB(GL_TEXTURE2_ARB);
			glEnable(GL_TEXTURE_2D);
			glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
			SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);
		if (infoTextureHandler->IsEnabled()) {
			glActiveTextureARB(GL_TEXTURE3_ARB);
				glEnable(GL_TEXTURE_2D);
				glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
				SetTexGen(1.0f / (mapDims.pwr2mapx * SQUARE_SIZE), 1.0f / (mapDims.pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
		}
	}

	glActiveTextureARB(GL_TEXTURE0_ARB);
	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);
	glDepthMask(GL_TRUE);
	ISky::SetupFog();
}
コード例 #7
0
ファイル: GrassDrawer.cpp プロジェクト: vladmihaisima/spring
void CGrassDrawer::SetupGlStateNear()
{
	CBaseGroundDrawer* gd = readMap->GetGroundDrawer();

	const float3 windSpeed =
		wind.GetCurrentDirection() *
		wind.GetCurrentStrength() *
		mapInfo->grass.bladeWaveScale;

	if (shadowHandler->shadowsLoaded && globalRendering->haveGLSL) {
		grassShader = grassShaders[GRASS_PROGRAM_NEAR_SHADOW];
		grassShader->SetFlag("HAVE_INFOTEX", gd->DrawExtraTex());
		grassShader->Enable();

		grassShader->SetUniform2f(2, 0.0f, 0.0f);
		grassShader->SetUniformMatrix4fv(6, false, shadowHandler->shadowMatrix);
		grassShader->SetUniform4fv(7, shadowHandler->GetShadowParams());
		grassShader->SetUniform1f(8, gs->frameNum);
		grassShader->SetUniform3fv(9, &windSpeed.x);
		grassShader->SetUniform3fv(10, &camera->GetPos().x);

		glActiveTextureARB(GL_TEXTURE0_ARB);
			glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());

		glActiveTextureARB(GL_TEXTURE1_ARB);
			glBindTexture(GL_TEXTURE_2D, shadowHandler->shadowTexture);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE);
			glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL);
			glTexParameteri(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE_ARB, GL_ALPHA);
			static const float texConstant[] = {
				mapInfo->light.groundAmbientColor.x * 1.24f,
				mapInfo->light.groundAmbientColor.y * 1.24f,
				mapInfo->light.groundAmbientColor.z * 1.24f,
				1.0f
			};
			glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, texConstant);

		glActiveTextureARB(GL_TEXTURE2_ARB);
			glBindTexture(GL_TEXTURE_2D, readMap->GetGrassShadingTexture());

		glActiveTextureARB(GL_TEXTURE3_ARB);
			glBindTexture(GL_TEXTURE_2D, grassBladeTex);

		if (gd->DrawExtraTex()) {
			glActiveTextureARB(GL_TEXTURE4_ARB);
			glBindTexture(GL_TEXTURE_2D, gd->GetActiveInfoTexture());
		}

		glActiveTextureARB(GL_TEXTURE0_ARB);

		if (!globalRendering->haveGLSL) {
			glActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D);
			glActiveTextureARB(GL_TEXTURE2_ARB);
			glEnable(GL_TEXTURE_2D);
			glActiveTextureARB(GL_TEXTURE3_ARB);
			glEnable(GL_TEXTURE_2D);
			if (gd->DrawExtraTex()) {
				glActiveTextureARB(GL_TEXTURE4_ARB);
				glEnable(GL_TEXTURE_2D);
			}
			glActiveTextureARB(GL_TEXTURE0_ARB);
			glEnable(GL_TEXTURE_2D);
		}

		glMatrixMode(GL_PROJECTION);
		glPushMatrix();
		glMultMatrixf(camera->GetViewMatrix());
		glMatrixMode(GL_MODELVIEW);
		glPushMatrix();
		glLoadIdentity();
	} else {
		glActiveTextureARB(GL_TEXTURE0_ARB);
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D, grassBladeTex);

		glActiveTextureARB(GL_TEXTURE1_ARB);
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D, readMap->GetGrassShadingTexture());
			glMultiTexCoord4f(GL_TEXTURE1_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
			SetTexGen(1.0f / (gs->mapx * SQUARE_SIZE), 1.0f / (gs->mapy * SQUARE_SIZE), 0.0f, 0.0f);

		glActiveTextureARB(GL_TEXTURE2_ARB);
			glEnable(GL_TEXTURE_2D);
			glBindTexture(GL_TEXTURE_2D, readMap->GetShadingTexture());

		glMultiTexCoord4f(GL_TEXTURE2_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
			SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);

			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2);

		if (gd->DrawExtraTex()) {
			glActiveTextureARB(GL_TEXTURE3_ARB);
			glEnable(GL_TEXTURE_2D);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_TEXTURE);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

			glMultiTexCoord4f(GL_TEXTURE3_ARB, 1.0f,1.0f,1.0f,1.0f); // workaround a nvidia bug with TexGen
			SetTexGen(1.0f / (gs->pwr2mapx * SQUARE_SIZE), 1.0f / (gs->pwr2mapy * SQUARE_SIZE), 0.0f, 0.0f);

			glBindTexture(GL_TEXTURE_2D, gd->GetActiveInfoTexture());
			glActiveTextureARB(GL_TEXTURE0_ARB);
		}

		glActiveTextureARB(GL_TEXTURE0_ARB);
	}

	glDisable(GL_BLEND);
	glDisable(GL_ALPHA_TEST);
	glDepthMask(GL_TRUE);

	ISky::SetupFog();
}