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-rw-r--r--src/renderergl2/tr_sky.c20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/renderergl2/tr_sky.c b/src/renderergl2/tr_sky.c
index cb3b9434..291bd7fb 100644
--- a/src/renderergl2/tr_sky.c
+++ b/src/renderergl2/tr_sky.c
@@ -430,7 +430,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
GLSL_BindProgram(sp);
- GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
color[0] =
color[1] =
@@ -446,7 +446,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
GLSL_BindProgram(sp);
- GLSL_SetUniformMatrix16(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
+ GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
color[0] =
color[1] =
@@ -807,10 +807,10 @@ void RB_DrawSun( float scale, shader_t *shader ) {
//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
{
// FIXME: this could be a lot cleaner
- matrix_t translation, modelview;
+ mat4_t translation, modelview;
- Matrix16Translation( backEnd.viewParms.or.origin, translation );
- Matrix16Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
+ Mat4Translation( backEnd.viewParms.or.origin, translation );
+ Mat4Multiply( backEnd.viewParms.world.modelMatrix, translation, modelview );
GL_SetModelviewMatrix( modelview );
}
@@ -870,18 +870,18 @@ void RB_StageIteratorSky( void ) {
// draw the outer skybox
if ( tess.shader->sky.outerbox[0] && tess.shader->sky.outerbox[0] != tr.defaultImage ) {
- matrix_t oldmodelview;
+ mat4_t oldmodelview;
GL_State( 0 );
//qglTranslatef (backEnd.viewParms.or.origin[0], backEnd.viewParms.or.origin[1], backEnd.viewParms.or.origin[2]);
{
// FIXME: this could be a lot cleaner
- matrix_t trans, product;
+ mat4_t trans, product;
- Matrix16Copy( glState.modelview, oldmodelview );
- Matrix16Translation( backEnd.viewParms.or.origin, trans );
- Matrix16Multiply( glState.modelview, trans, product );
+ Mat4Copy( glState.modelview, oldmodelview );
+ Mat4Translation( backEnd.viewParms.or.origin, trans );
+ Mat4Multiply( glState.modelview, trans, product );
GL_SetModelviewMatrix( product );
}