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ref: gl: fix cl_righthand behaviour

pull/2/head
Velaron 1 year ago committed by Alibek Omarov
parent
commit
f3949474b9
  1. 24
      ref/gl/gl_studio.c

24
ref/gl/gl_studio.c

@ -2340,6 +2340,16 @@ static void R_StudioDrawPoints( void ) @@ -2340,6 +2340,16 @@ static void R_StudioDrawPoints( void )
// NOTE: rewind normals at start
pstudionorms = (vec3_t *)((byte *)m_pStudioHeader + m_pSubModel->normindex);
tr.fFlipViewModel = false;
GL_Cull( GL_FRONT );
// backface culling for left-handed weapons
if( R_AllowFlipViewModel( RI.currententity ))
{
tr.fFlipViewModel = true;
GL_Cull( GL_NONE );
}
for( j = 0; j < m_pSubModel->nummesh; j++ )
{
float oldblend = tr.blend;
@ -3662,13 +3672,6 @@ void R_DrawViewModel( void ) @@ -3662,13 +3672,6 @@ void R_DrawViewModel( void )
pglDepthRange( gldepthmin, gldepthmin + 0.3f * ( gldepthmax - gldepthmin ));
RI.currentmodel = RI.currententity->model;
// backface culling for left-handed weapons
if( R_AllowFlipViewModel( RI.currententity ))
{
tr.fFlipViewModel = true;
pglFrontFace( GL_CW );
}
switch( RI.currententity->model->type )
{
case mod_alias:
@ -3682,13 +3685,6 @@ void R_DrawViewModel( void ) @@ -3682,13 +3685,6 @@ void R_DrawViewModel( void )
// restore depth range
pglDepthRange( gldepthmin, gldepthmax );
// backface culling for left-handed weapons
if( R_AllowFlipViewModel( RI.currententity ))
{
tr.fFlipViewModel = false;
pglFrontFace( GL_CCW );
}
}
/*

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