extern Light light;
extern float multiplier;
extern FRUSTUM frustum;
-extern float texdetail,terraindetail;
+extern float texdetail;
extern int detail;
extern bool decals;
extern float blurness;
static float patch_size;
float temptexdetail=texdetail;
- texdetail=terraindetail;
//LoadTGA( fileName );
+
+ // Fixing filename so that it works with its own os
+ char * FixedFN = ConvertFileName(fileName);
+
unsigned char fileNamep[256];
- CopyCStringToPascal(fileName,fileNamep);
+ CopyCStringToPascal(FixedFN, fileNamep);
//Load Image
upload_image( fileNamep ,0);
for(i=0;i<size;i++){
for(j=0;j<size;j++){
- heightmap[size-1-i][j]=(float)((texture.data[(i+(j*size))*texture.bpp/8]))/5/terraindetail;
+ heightmap[size-1-i][j]=(float)((texture.data[(i+(j*size))*texture.bpp/8]))/5;
}
}
points[3].x=(size/subdivision)*i;
points[3].z=(size/subdivision)*(j+1);
points[3].y=heightmap[(int)points[3].x][(int)points[3].z];
- points[0]*=scale*terraindetail;
- points[1]*=scale*terraindetail;
- points[2]*=scale*terraindetail;
- points[3]*=scale*terraindetail;
+ points[0]*=scale;
+ points[1]*=scale;
+ points[2]*=scale;
+ points[3]*=scale;
if(!done&&where.x+radius>points[0].x&&where.x-radius<points[2].x&&where.z+radius>points[0].z&&where.z-radius<points[2].z){
patchobjects[i][j][patchobjectnum[i][j]]=id;
patchobjectnum[i][j]++;