-
- for(i=beginx;i<endx;i++){
- for(j=beginz;j<endz;j++){
- if(distance[i][j]<(viewdistance+patch_size)*(viewdistance+patch_size)){
- opacity=1;
- if(distance[i][j]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
- if(opacity==1&&i!=subdivision)if(distance[i+1][j]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
- if(opacity==1&&j!=subdivision)if(distance[i][j+1]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
- if(opacity==1&&j!=subdivision&&i!=subdivision)if(distance[i+1][j+1]>viewdistsquared*fadestart-viewdistsquared)opacity=0;
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
- glPushMatrix();
- if(frustum.CubeInFrustum(i*patch_size+patch_size*.5,avgypatch[i][j],j*patch_size+patch_size*.5,heightypatch[i][j]/2))
- {
- if(environment==desertenvironment&&distance[i][j]>viewdistsquared/4)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
- else if(environment==desertenvironment)glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
- if(!layer&&textureness[i][j]!=allsecond)drawpatch(i,j,opacity);
- if(layer==1&&textureness[i][j]!=allfirst)drawpatchother(i,j,opacity);
- if(layer==2&&textureness[i][j]!=allfirst)drawpatchotherother(i,j,opacity);
- }
- glPopMatrix();
- }
+ }
+ for(i=beginx;i<endx;i++){
+ for(j=beginz;j<endz;j++){
+ if(distance[i][j]<(viewdistance+patch_size)*(viewdistance+patch_size)){
+ opacity=1;
+ if(distance[i][j]>viewdistsquared*fadestart-viewdistsquared)
+ opacity=0;
+ if(opacity==1&&i!=subdivision)
+ if(distance[i+1][j]>viewdistsquared*fadestart-viewdistsquared)
+ opacity=0;
+ if(opacity==1&&j!=subdivision)
+ if(distance[i][j+1]>viewdistsquared*fadestart-viewdistsquared)
+ opacity=0;
+ if(opacity==1&&j!=subdivision&&i!=subdivision)
+ if(distance[i+1][j+1]>viewdistsquared*fadestart-viewdistsquared)
+ opacity=0;
+ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glPushMatrix();
+ if(frustum.CubeInFrustum(i*patch_size+patch_size*.5,avgypatch[i][j],j*patch_size+patch_size*.5,heightypatch[i][j]/2))
+ {
+ if(environment==desertenvironment&&distance[i][j]>viewdistsquared/4)
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, blurness);
+ else if(environment==desertenvironment)
+ glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0 );
+ if(!layer&&textureness[i][j]!=allsecond)
+ drawpatch(i,j,opacity);
+ if(layer==1&&textureness[i][j]!=allfirst)
+ drawpatchother(i,j,opacity);
+ if(layer==2&&textureness[i][j]!=allfirst)
+ drawpatchotherother(i,j,opacity);
+ }
+ glPopMatrix();