here is where the cvar would tweak
the comments of "multiplay by factor of scale"
if i add * (number)
it makes the textures smaller..repeating ...
if i do a percentage of 1 (example 0.01) it looks like how u have in your screen shot (thought it really rotates FAST)
hehe this is fun!
Code:
void EmitWaterPolys(msurface_t *fa)
{
glpoly_t *p;
float *v, s, t, os, ot;
int i;
vec3_t nv;
if (gl_fogenable.value)
glEnable(GL_FOG);
GL_Bind(fa->texinfo->texture->gl_texturenum);
if ((r_fastturb.value)||(gl_textureless.value))
{
EmitFlatPoly(fa);
}
else
{
for (p = fa->polys ; p ; p = p->next)
{
glBegin (GL_POLYGON);
for (i = 0, v = p->verts[0] ; i < p->numverts ; i++, v += VERTEXSIZE)
{
os = v[3];//<-- multiplay by factor of scale
ot = v[4];//<-- multiplay by factor of scale
s = os;
s *= (1.0/(int)gl_subdivide_size.value);
t = ot;
t *= (1.0/(int)gl_subdivide_size.value);
nv[0] = v[0];
nv[1] = v[1];
nv[2] = v[2];
if (r_waterripple.value)
{
nv[2] = v[2] + bound(0, r_waterripple.value, 3)*sin(v[0]*0.02+cl.time)*sin(v[1]*0.02+cl.time)*sin(v[2]*0.02+cl.time);
}
glTexCoord2f (s+(sin(cl.time)/16), t+(cos(cl.time)/16));
glVertex3fv (nv);
}
glEnd ();
}
}
if (gl_fogenable.value)
glDisable(GL_FOG);
}
if i add * (number)
it makes the textures smaller..repeating ...
if i do a percentage of 1 (example 0.01) it looks like how u have in your screen shot (thought it really rotates FAST)
hehe this is fun!





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