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source/renderer/TerrainRenderer.cpp
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void TerrainRenderer::RenderSimpleWater(int cullGroup) | void TerrainRenderer::RenderSimpleWater(int cullGroup) | ||||
{ | { | ||||
#if CONFIG2_GLES | #if CONFIG2_GLES | ||||
UNUSED2(cullGroup); | UNUSED2(cullGroup); | ||||
#else | #else | ||||
PROFILE3_GPU("simple water"); | PROFILE3_GPU("simple water"); | ||||
WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | WaterManager* WaterMgr = g_Renderer.GetWaterManager(); | ||||
CLOSTexture& losTexture = g_Game->GetView()->GetLOSTexture(); | CLOSTexture& losTexture = CGame::GetGame()->GetView()->GetLOSTexture(); | ||||
glEnable(GL_DEPTH_TEST); | glEnable(GL_DEPTH_TEST); | ||||
glDepthFunc(GL_LEQUAL); | glDepthFunc(GL_LEQUAL); | ||||
double time = WaterMgr->m_WaterTexTimer; | double time = WaterMgr->m_WaterTexTimer; | ||||
double period = 1.6f; | double period = 1.6f; | ||||
int curTex = (int)(time*60/period) % 60; | int curTex = (int)(time*60/period) % 60; | ||||
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Wildfire Games · Phabricator