We no longer need .wlight to separately store water colour.
git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3054 4a71c877-e1ca-e34f-864e-861f7616d084master
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8fcd2410be
commit
0484f5e383
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@ -112,7 +112,6 @@ typedef struct
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Vector3i screen; //! Screenspace tile coordinates
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Vector3i water; //! Screenspace water coordinates
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int water_height; //! Worldspace water height
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PIELIGHT wlight; //! Special water lighting
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UBYTE bWater; //! Is it a watertile?
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} TERRAIN_VERTEX;
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typedef struct {float x, y, z, u, v; PIELIGHT light, specular;} TERRAIN_VERTEXF;
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@ -697,11 +697,7 @@ static void drawTiles(iView *camera, iView *player)
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tileScreenInfo[i][j].water.z = pie_RotateProject(&tileScreenInfo[i][j].pos, &water);
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tileScreenInfo[i][j].water.x = water.x;
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tileScreenInfo[i][j].water.y = water.y;
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tileScreenInfo[i][j].water_height = tileScreenInfo[i][j].pos.y;
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// Calc the light for modified y coord and ignore the specular component
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tileScreenInfo[i][j].wlight = TileIllum;
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tileScreenInfo[i][j].pos.y = tmp_y;
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}
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else
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@ -3980,17 +3976,14 @@ static void drawTerrainWaterTile(UDWORD i, UDWORD j)
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vertices[0] = tileScreenInfo[i + 0][j + 0];
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vertices[0].pos.y = tileScreenInfo[i + 0][j + 0].water_height;
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vertices[0].light = tileScreenInfo[i+0][j+0].wlight;
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vertices[0].light.byte.a = WATER_ALPHA_LEVEL;
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vertices[1] = tileScreenInfo[i + 0][j + 1];
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vertices[1].pos.y = tileScreenInfo[i + 0][j + 1].water_height;
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vertices[1].light = tileScreenInfo[i+0][j+1].wlight;
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vertices[1].light.byte.a = WATER_ALPHA_LEVEL;
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vertices[2] = tileScreenInfo[i + 1][j + 1];
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vertices[2].pos.y = tileScreenInfo[i + 1][j + 1].water_height;
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vertices[2].light = tileScreenInfo[i+1][j+1].wlight;
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vertices[2].light.byte.a = WATER_ALPHA_LEVEL;
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pie_DrawWaterTriangle(vertices);
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@ -3998,7 +3991,6 @@ static void drawTerrainWaterTile(UDWORD i, UDWORD j)
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vertices[1] = vertices[2];
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vertices[2] = tileScreenInfo[i + 1][j + 0];
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vertices[2].pos.y = tileScreenInfo[i + 1][j + 0].water_height;
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vertices[2].light = tileScreenInfo[i+1][j+0].wlight;
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vertices[2].light.byte.a = WATER_ALPHA_LEVEL;
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pie_DrawWaterTriangle(vertices);
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