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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