ref: a4ab99da40e0e86aa61d145e038066e8210c27a9
dir: /sys/src/games/doom/r_sky.c/
// Emacs style mode select   -*- C++ -*- 
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
//  Sky rendering. The DOOM sky is a texture map like any
//  wall, wrapping around. A 1024 columns equal 360 degrees.
//  The default sky map is 256 columns and repeats 4 times
//  on a 320 screen?
//  
//
//-----------------------------------------------------------------------------
static const char
rcsid[] = "$Id: m_bbox.c,v 1.1 1997/02/03 22:45:10 b1 Exp $";
// Needed for FRACUNIT.
#include "m_fixed.h"
// Needed for Flat retrieval.
#include "r_data.h"
#ifdef __GNUG__
#pragma implementation "r_sky.h"
#endif
#include "r_sky.h"
//
// sky mapping
//
int			skyflatnum;
int			skytexture;
int			skytexturemid;
//
// R_InitSkyMap
// Called whenever the view size changes.
//
void R_InitSkyMap (void)
{
  // skyflatnum = R_FlatNumForName ( SKYFLATNAME );
    skytexturemid = 100*FRACUNIT;
}