glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
-void Terrain::drawpatchotherother(int whichx, int whichy, float opacity)
+void Terrain::drawpatchotherother(int whichx, int whichy)
{
glEnable(GL_BLEND);
UpdateTransparencyotherother(whichx, whichy);
if (layer == 1 && textureness[i][j] != allfirst)
drawpatchother(i, j, opacity);
if (layer == 2 && textureness[i][j] != allfirst)
- drawpatchotherother(i, j, opacity);
+ drawpatchotherother(i, j);
}
glPopMatrix();
}