static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
int j;
+ const float *v;
+ float p[3], mins[3], maxs[3];
+ int scissor[4];
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
if (r_sky_scissor.integer)
{
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
- const float *v;
- float p[3];
- float mins[3], maxs[3];
- int scissor[4];
for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
{
Matrix4x4_Transform(&rsurface.matrix, v, p);