This file is part of Lugaru.
-Lugaru is free software; you can redistribute it and/or
-modify it under the terms of the GNU General Public License
-as published by the Free Software Foundation; either version 2
-of the License, or (at your option) any later version.
+Lugaru is free software; you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation; either version 2 of the License, or
+(at your option) any later version.
-This program is distributed in the hope that it will be useful,
+Lugaru is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
-
-See the GNU General Public License for more details.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
You should have received a copy of the GNU General Public License
-along with this program; if not, write to the Free Software
-Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+along with Lugaru. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Game.h"
texdetail = temptexdetail;
- size = 128;
- if (1 == 1) {
- /*if ( texture.bpp == 24 )
- type = GL_RGB;
- else
- type = GL_RGBA;
-
- glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
- if(!terraintexture)glGenTextures( 1, &terraintexture );
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
- glBindTexture( GL_TEXTURE_2D, terraintexture);
- //glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
- */
-
- size = texture.sizeX;
+ size = texture.sizeX;
- 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;
- }
+ 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;
}
-
}
+
if (visibleloading)
Game::LoadingScreen();
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
Normalise(&normals[i][j]);
- normals[i][j] = normals[i][j];
}
}
}