X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FEnvironment%2FTerrain.cpp;fp=Source%2FEnvironment%2FTerrain.cpp;h=ba4e24024b397447b91ea4a6e65ac04e7dea22a3;hb=e66f03512f2e3471462c3927f47e464711eb7ae8;hp=98828fdef1573de01f9c2fab6967e5911babbed1;hpb=fdda8bfcd51741554efb27b2eca25bea63675595;p=lugaru.git diff --git a/Source/Environment/Terrain.cpp b/Source/Environment/Terrain.cpp index 98828fd..ba4e240 100644 --- a/Source/Environment/Terrain.cpp +++ b/Source/Environment/Terrain.cpp @@ -38,7 +38,6 @@ extern int detail; extern bool decals; extern float blurness; extern float targetblurness; -extern bool visibleloading; extern bool skyboxtexture; //Functions @@ -426,8 +425,7 @@ bool Terrain::load(const std::string& fileName) } } texture.bpp = 24; - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); texdetail = temptexdetail; @@ -439,8 +437,7 @@ bool Terrain::load(const std::string& fileName) } } - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); float slopeness; @@ -449,8 +446,7 @@ bool Terrain::load(const std::string& fileName) textureness[i][j] = -1; } } - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); for (i = 0; i < size; i++) { @@ -499,8 +495,7 @@ bool Terrain::load(const std::string& fileName) } } } - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); for (i = 0; i < size; i++) { for (j = 0; j < size; j++) { @@ -512,8 +507,7 @@ bool Terrain::load(const std::string& fileName) } } } - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); for (i = 0; i < size; i++) { for (j = 0; j < size; j++) { @@ -638,8 +632,7 @@ bool Terrain::load(const std::string& fileName) } } } - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); patch_size = size / subdivision; patch_elements = (patch_size) * (patch_size) * 54; @@ -732,7 +725,9 @@ void Terrain::drawpatch(int whichx, int whichy, float opacity) glEnable(GL_BLEND); UpdateTransparency(whichx, whichy); } + glColor4f(1, 1, 1, 1); + //Set up vertex array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); @@ -756,7 +751,9 @@ void Terrain::drawpatchother(int whichx, int whichy, float opacity) UpdateTransparency(whichx, whichy); } UpdateTransparencyother(whichx, whichy); + glColor4f(1, 1, 1, 1); + //Set up vertex array glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_COLOR_ARRAY); @@ -1394,8 +1391,7 @@ void Terrain::DoShadows() } } } - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); } brightness = dotproduct(&lightloc, &normals[i][j]); if (shadowed) @@ -1419,8 +1415,7 @@ void Terrain::DoShadows() } } - if (visibleloading) - Game::LoadingScreen(); + Game::LoadingScreen(); //Smooth shadows for (i = 0; i < size; i++) {