engine: move PARM_SKY_SPHERE handling out of engine to renderer, after all renderers might or might not support sky spheres

This commit is contained in:
Alibek Omarov 2023-12-30 16:54:37 +03:00
parent 6059538d77
commit d971055927
3 changed files with 2 additions and 4 deletions

View File

@ -142,8 +142,6 @@ intptr_t CL_RenderGetParm( const int parm, const int arg, const qboolean checkRe
return 1;
#endif
return 0;
case PARM_SKY_SPHERE:
return FBitSet( world.flags, FWORLD_SKYSPHERE ) && !FBitSet( world.flags, FWORLD_CUSTOM_SKYBOX );
case PARAM_GAMEPAUSED:
return cl.paused;
case PARM_CLIENT_INGAME:

View File

@ -236,7 +236,7 @@ static int GL_RefGetParm( int parm, int arg )
case PARM_STENCIL_ACTIVE:
return glState.stencilEnabled;
case PARM_SKY_SPHERE:
return ENGINE_GET_PARM_( parm, arg ) && !tr.fCustomSkybox;
return FBitSet( tr.world->flags, FWORLD_SKYSPHERE ) && !FBitSet( tr.world->flags, FWORLD_CUSTOM_SKYBOX );
default:
return ENGINE_GET_PARM_( parm, arg );
}

View File

@ -171,7 +171,7 @@ static int GL_RefGetParm( int parm, int arg )
case PARM_STENCIL_ACTIVE:
return 0; //glState.stencilEnabled;
case PARM_SKY_SPHERE:
return ENGINE_GET_PARM_( parm, arg ) && !tr.fCustomSkybox;
return 0; // ref_soft doesn't support sky sphere
default:
return ENGINE_GET_PARM_( parm, arg );
}