extern float skyboxg;
extern float skyboxb;
-void
-SkyBox::load (const char *ffront, const char *fleft, const char *fback,
- const char *fright, const char *fup, const char *fdown)
+void SkyBox::load (const char *ffront, const char *fleft, const char *fback,
+ const char *fright, const char *fup, const char *fdown)
{
front.load(ffront, true, false);
left.load(fleft, true, false);
down.load(fdown, true, false);
}
-void SkyBox::draw()
+void SkyBox::draw()
{
static float size = viewdistance / 4;
glPushMatrix();
M[13] = 0;
M[14] = 0;
glLoadMatrixf(M);
- if (environment == 2)glScalef(1 + blurness / 1000, 1, 1 + blurness / 1000);
- if (environment != 2)glColor3f(.85 * skyboxr, .85 * skyboxg, .95 * skyboxb);
- else glColor3f(1 * skyboxr, .95 * skyboxg, .95 * skyboxb);
+ if (environment == 2)
+ glScalef(1 + blurness / 1000, 1, 1 + blurness / 1000);
+ if (environment != 2)
+ glColor3f(.85 * skyboxr, .85 * skyboxg, .95 * skyboxb);
+ else
+ glColor3f(1 * skyboxr, .95 * skyboxg, .95 * skyboxb);
if (!skyboxtexture) {
glDisable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
- if (skyboxtexture)glEnable(GL_TEXTURE_2D);
+ if (skyboxtexture)
+ glEnable(GL_TEXTURE_2D);
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
front.bind();
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );