by Gez » Thu Mar 29, 2012 4:04 pm
Looking into gl_skydome.cpp, this appears to be by design. The RenderDome() function calls another function called RenderSkyHemisphere() twice, once for the upper hemisphere and the second time for the lower hemisphere.
So it's not so much that it wraps or tiles the texture, it's just that it draws it twice, independently of texture size.
I'm not going to change anything about how it works.
Looking into gl_skydome.cpp, this appears to be by design. The RenderDome() function calls another function called RenderSkyHemisphere() twice, once for the upper hemisphere and the second time for the lower hemisphere.
So it's not so much that it wraps or tiles the texture, it's just that it draws it twice, independently of texture size.
I'm not going to change anything about how it works.