by phi108 » Fri Nov 13, 2009 11:02 am
Actually, back when I was manually stretching all skies in pwads that I played, I would stretch them or add stuff on top to make them 228 pixels tall, because that is the distance I deduced from looking at the bottom of the rendered sky up to where the vertical view stops.
I wondered why automatic stretching did it a bit differently.
(but for another complication, the new skulltag lets the software view go even higher, but I have it disabled with "cl_oldfreelooklimit 1". It doesn't change sky stretching though.
Actually, back when I was manually stretching all skies in pwads that I played, I would stretch them or add stuff on top to make them 228 pixels tall, because that is the distance I deduced from looking at the bottom of the rendered sky up to where the vertical view stops.
I wondered why automatic stretching did it a bit differently.
(but for another complication, the new skulltag lets the software view go even higher, but I have it disabled with "cl_oldfreelooklimit 1". It doesn't change sky stretching though.