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- the mirror surface code does not use the texture matrix anymore.
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coelckers committed Aug 18, 2018
1 parent dd777ae commit 5557176
Showing 1 changed file with 0 additions and 4 deletions.
4 changes: 0 additions & 4 deletions src/gl/scene/gl_walls_draw.cpp
Expand Up @@ -92,9 +92,6 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall)
{
if (!TexMan.mirrorTexture.isValid()) return;

// we use texture coordinates and texture matrix to pass the normal stuff to the shader so that the default vertex buffer format can be used as is.
gl_RenderState.EnableTextureMatrix(true);

// Use sphere mapping for this
gl_RenderState.SetEffect(EFF_SPHEREMAP);

Expand All @@ -110,7 +107,6 @@ void FDrawInfo::RenderMirrorSurface(GLWall *wall)
wall->flags &= ~GLWall::GLWF_GLOW;
RenderWall(wall, GLWall::RWF_BLANK);

gl_RenderState.EnableTextureMatrix(false);
gl_RenderState.SetEffect(EFF_NONE);

// Restore the defaults for the translucent pass
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