/* Emacs style mode select   -*- C++ -*-
 *-----------------------------------------------------------------------------
 *
 *
 *  PrBoom a Doom port merged with LxDoom and LSDLDoom
 *  based on BOOM, a modified and improved DOOM engine
 *  Copyright (C) 1999 by
 *  id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
 *  Copyright (C) 1999-2000 by
 *  Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
 *
 *  This program is free software; you can redistribute it and/or
 *  modify it under the terms of the GNU General Public License
 *  as published by the Free Software Foundation; either version 2
 *  of the License, or (at your option) any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program; if not, write to the Free Software
 *  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
 *  02111-1307, USA.
 *
 * 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?
 *
 *-----------------------------------------------------------------------------*/

#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)
{
   skytexturemid = 100*FRACUNIT;
}
