bool Terrain::load(const char *fileName)
{
- static long i, j;
+ static long i, j;
static long x, y;
static float patch_size;
for(j=0;j<size;j++){
total=0;
todivide=0;
- if(i!=0){ total+=opacityother[j][i-1]; todivide++;}
- if(i!=size-1){ total+=opacityother[j][i+1]; todivide++;}
- if(j!=0){ total+=opacityother[j-1][i]; todivide++;}
- if(j!=size-1){ total+=opacityother[j+1][i]; todivide++;}
- if(i!=0&&j!=0){ total+=opacityother[j-1][i-1]; todivide++;}
- if(i!=size-1&&j!=0){ total+=opacityother[j-1][i+1]; todivide++;}
- if(j!=size-1&&i!=size-1){ total+=opacityother[j+1][i+1]; todivide++;}
- if(j!=size-1&&i!=0){ total+=opacityother[j+1][i-1]; todivide++;}
+ if(i!=0){total+=opacityother[j][i-1]; todivide++;}
+ if(i!=size-1){total+=opacityother[j][i+1]; todivide++;}
+ if(j!=0){total+=opacityother[j-1][i]; todivide++;}
+ if(j!=size-1){total+=opacityother[j+1][i]; todivide++;}
+ if(i!=0&&j!=0){total+=opacityother[j-1][i-1]; todivide++;}
+ if(i!=size-1&&j!=0){total+=opacityother[j-1][i+1]; todivide++;}
+ if(j!=size-1&&i!=size-1){total+=opacityother[j+1][i+1]; todivide++;}
+ if(j!=size-1&&i!=0){total+=opacityother[j+1][i-1]; todivide++;}
total+=opacityother[j][i]; todivide++;
opacityother[j][i]=total/(float)todivide;
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
+ glMatrixMode(GL_MODELVIEW);
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)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
+ glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glBegin(GL_TRIANGLES);
for (int j = 0; j < 3; j++) {