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Fix noise index for not sine beams

pull/2/head
Alibek Omarov 7 years ago
parent
commit
5ca7bb5f12
  1. 5
      engine/client/gl_beams.c
  2. 2
      engine/common/launcher.c

5
engine/client/gl_beams.c

@ -443,12 +443,11 @@ static void R_DrawSegs( vec3_t source, vec3_t delta, float width, float scale, f
// Iterator to resample noise waveform (it needs to be generated in powers of 2) // Iterator to resample noise waveform (it needs to be generated in powers of 2)
noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f ); noiseStep = (int)((float)( NOISE_DIVISIONS - 1 ) * div * 65536.0f );
noiseIndex = 0;
if( FBitSet( flags, FBEAM_SINENOISE )) if( FBitSet( flags, FBEAM_SINENOISE ))
{
noiseIndex = 0; noiseIndex = 0;
} else
noiseIndex = noiseStep;
brightness = 1.0f; brightness = 1.0f;

2
engine/common/launcher.c

@ -66,7 +66,7 @@ int __stdcall WinMain(HINSTANCE hInst, HINSTANCE hPrevInst, LPSTR cmdLine, int n
int main( int argc, char** argv ) int main( int argc, char** argv )
{ {
char gamedir_buf[32] = ""; char gamedir_buf[32] = "";
const char *gamedir = getenv("XASH3D_GAMEDIR"); const char *gamedir = getenv( "XASH3D_GAMEDIR" );
if( !gamedir ) if( !gamedir )
{ {

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