[Fix] Nebulae overlay.
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1dfb561e24
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ea3573404f
@ -240,45 +240,49 @@ void nebu_renderOverlay(double density) {
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glEnd(); /* GL_TRIANGLE_FAN */
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glShadeModel(GL_FLAT);
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ACOLOUR(cPurple, 1.);
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/* Stuff player can't see. */
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glBegin(GL_TRIANGLE_STRIP);
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ACOLOUR(cPurple, 1.);
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/* Start at the left. */
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glBegin(GL_TRIANGLE_FAN);
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/* Top left. */
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glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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glVertex2d(-density, 0.);
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glVertex2d(-density*COS225, density*SIN225);
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glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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glVertex2d(-density*ANG45, density*ANG45);
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glVertex2d(-density*SIN225, density*COS225);
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glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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glVertex2d(0., density);
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glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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glEnd(); /* GL_TRIANGLE_FAN */
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glBegin(GL_TRIANGLE_FAN);
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/* Top right. */
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glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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/* Move to the top. */
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glVertex2d( 0., density);
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glVertex2d( density*SIN225, density*COS225);
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glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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glVertex2d( density*ANG45, density*ANG45);
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glVertex2d( density*COS225, density*SIN225);
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glVertex2d( SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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/* Down to the right. */
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glVertex2d( density, 0.);
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glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
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glVertex2d( density*COS225, -density*SIN225);
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glEnd(); /* GL_TRIANGLE_FAN */
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glBegin(GL_TRIANGLE_FAN);
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/* Bottom right. */
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glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
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glVertex2d( density, 0.);
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glVertex2d( density*COS225, -density*SIN225);
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glVertex2d( density*ANG45, -density*ANG45);
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glVertex2d( density*SIN225, -density*COS225);
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glVertex2d( SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
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glVertex2d( 0., -density);
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glVertex2d( -SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
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glEnd(); /* GL_TRIANGLE_FAN */
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glBegin(GL_TRIANGLE_FAN);
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/* Bottom left */
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glVertex2d( -SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
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/* At the bottom. */
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glVertex2d( 0., -density);
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glVertex2d(-density*SIN225, -density*COS225);
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glVertex2d(-SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
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glVertex2d(-density*ANG45, -density*ANG45);
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glVertex2d(-density*COS225, -density*SIN225);
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glVertex2d(-SCREEN_W/2.-gui_xoff, -SCREEN_H/2.-gui_yoff);
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/* Back to origin. */
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glVertex2d(-density, 0.);
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glVertex2d(-SCREEN_W/2.-gui_xoff, SCREEN_H/2.-gui_yoff);
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glEnd(); /* GL_QUAD_STRIP */
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glEnd(); /* GL_TRIANGLE_FAN */
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glPopMatrix();
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