📄 r_sky.c
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// Emacs style mode select -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: r_sky.c,v 1.2 2003/09/08 22:34:31 jasonk Exp $//// Copyright (C) 1993-1996 by id Software, Inc.//// This source is available for distribution and/or modification// only under the terms of the DOOM Source Code License as// published by id Software. All rights reserved.//// The source is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License// for more details.//// $Log: r_sky.c,v $// Revision 1.2 2003/09/08 22:34:31 jasonk// Updated files because this fucker won't build for no fucking good reason.//// Revision 1.1.1.1 2003/09/04 21:08:13 jasonk// Initial import//// Revision 1.1 2000/12/08 21:07:54 jeffw// nxdoom initial entry -- No nxdoom/Makefile so it won't build automatically////// DESCRIPTION:// Sky rendering. The DOOM sky is a texture map like any// wall, wrapping around. A 1024 columns equal 360 degrees.// The default sky map is 256 columns and repeats 4 times// on a 320 screen?// ////-----------------------------------------------------------------------------static const charrcsid[] = "$Id: r_sky.c,v 1.2 2003/09/08 22:34:31 jasonk Exp $";// Needed for FRACUNIT.#include "m_fixed.h"// Needed for Flat retrieval.#include "r_data.h"#ifdef __GNUG__#pragma implementation "r_sky.h"#endif#include "r_sky.h"//// sky mapping//int skyflatnum;int skytexture;int skytexturemid;//// R_InitSkyMap// Called whenever the view size changes.//void R_InitSkyMap (void){ // skyflatnum = R_FlatNumForName ( SKYFLATNAME ); skytexturemid = 100*FRACUNIT;}
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