[Fix] Nebulae overlay.

This commit is contained in:
Allanis 2013-07-21 15:35:30 +01:00
parent 1dfb561e24
commit ea3573404f

View File

@ -240,45 +240,49 @@ void nebu_renderOverlay(double density) {
glEnd(); /* GL_TRIANGLE_FAN */ glEnd(); /* GL_TRIANGLE_FAN */
glShadeModel(GL_FLAT); glShadeModel(GL_FLAT);
ACOLOUR(cPurple, 1.);
/* Stuff player can't see. */ /* Stuff player can't see. */
glBegin(GL_TRIANGLE_STRIP); glBegin(GL_TRIANGLE_FAN);
ACOLOUR(cPurple, 1.); /* Top left. */
/* Start at the left. */ glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
glVertex2d(-density, 0.); glVertex2d(-density, 0.);
glVertex2d(-density*COS225, density*SIN225); glVertex2d(-density*COS225, density*SIN225);
glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
glVertex2d(-density*ANG45, density*ANG45); glVertex2d(-density*ANG45, density*ANG45);
glVertex2d(-density*SIN225, density*COS225); glVertex2d(-density*SIN225, density*COS225);
glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff); glVertex2d(0., density);
glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
glEnd(); /* GL_TRIANGLE_FAN */
glBegin(GL_TRIANGLE_FAN);
/* Top right. */
glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff); glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
/* Move to the top. */
glVertex2d( 0., density); glVertex2d( 0., density);
glVertex2d( density*SIN225, density*COS225); glVertex2d( density*SIN225, density*COS225);
glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
glVertex2d( density*ANG45, density*ANG45); glVertex2d( density*ANG45, density*ANG45);
glVertex2d( density*COS225, density*SIN225); glVertex2d( density*COS225, density*SIN225);
glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
/* Down to the right. */
glVertex2d( density, 0.); glVertex2d( density, 0.);
glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff); glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
glVertex2d( density*COS225, -density*SIN225); glEnd(); /* GL_TRIANGLE_FAN */
glBegin(GL_TRIANGLE_FAN);
/* Bottom right. */
glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff); glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
glVertex2d( density, 0.);
glVertex2d( density*COS225, -density*SIN225);
glVertex2d( density*ANG45, -density*ANG45); glVertex2d( density*ANG45, -density*ANG45);
glVertex2d( density*SIN225, -density*COS225); glVertex2d( density*SIN225, -density*COS225);
glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff); glVertex2d( 0., -density);
glVertex2d( -SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
glEnd(); /* GL_TRIANGLE_FAN */
glBegin(GL_TRIANGLE_FAN);
/* Bottom left */
glVertex2d( -SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff); glVertex2d( -SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
/* At the bottom. */
glVertex2d( 0., -density); glVertex2d( 0., -density);
glVertex2d(-density*SIN225, -density*COS225); glVertex2d(-density*SIN225, -density*COS225);
glVertex2d(-SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
glVertex2d(-density*ANG45, -density*ANG45); glVertex2d(-density*ANG45, -density*ANG45);
glVertex2d(-density*COS225, -density*SIN225); glVertex2d(-density*COS225, -density*SIN225);
glVertex2d(-SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
/* Back to origin. */
glVertex2d(-density, 0.); glVertex2d(-density, 0.);
glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff); glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
glEnd(); /* GL_QUAD_STRIP */ glEnd(); /* GL_TRIANGLE_FAN */
glPopMatrix(); glPopMatrix();