extern bool decals;
extern float blurness;
extern float targetblurness;
-extern bool visibleloading;
extern bool skyboxtexture;
//Functions
}
}
texture.bpp = 24;
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
texdetail = temptexdetail;
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
float slopeness;
textureness[i][j] = -1;
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
patch_size = size / subdivision;
patch_elements = (patch_size) * (patch_size) * 54;
glEnable(GL_BLEND);
UpdateTransparency(whichx, whichy);
}
+
glColor4f(1, 1, 1, 1);
+
//Set up vertex array
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
UpdateTransparency(whichx, whichy);
}
UpdateTransparencyother(whichx, whichy);
+
glColor4f(1, 1, 1, 1);
+
//Set up vertex array
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
}
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
}
brightness = dotproduct(&lightloc, &normals[i][j]);
if (shadowed)
}
}
- if (visibleloading)
- Game::LoadingScreen();
+ Game::LoadingScreen();
//Smooth shadows
for (i = 0; i < size; i++) {