if (visibleloading)
Game::LoadingScreen();
- /*float total;
- int todivide;
- //Smooth opacityother
- for(i=0;i<size;i++){
- 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++;}
- total+=opacityother[j][i]; todivide++;
-
- opacityother[j][i]=total/(float)todivide;
- }
- }*/
-
-
for (i = 0; i < size; i++) {
for (j = 0; j < size; j++) {
if (opacityother[i][j] < .1)
patch_size = size / subdivision;
patch_elements = (patch_size) * (patch_size) * 54;
CalculateNormals();
- /*DoShadows();
-
- for(i=0;i<subdivision;i++){
- for(j=0;j<subdivision;j++){
- UpdateVertexArray(i,j);
- }
- }*/
return 1;
}
LineFacetd(&startpoint, &endpoint, &triangle[0], &triangle[1], &triangle[2], &intersect);
}
return intersect.y * scale + getOpacity(pointx * scale, pointz * scale) / 8;
-
- //height1=heightmap[tilex][tiley]*(1-(pointx-tilex))+heightmap[tilex+1][tiley]*(pointx-tilex);
- //height2=heightmap[tilex][tiley+1]*(1-(pointx-tilex))+heightmap[tilex+1][tiley+1]*(pointx-tilex);
-
- //return height1*(1-(pointz-tiley))*scale+height2*(pointz-tiley)*scale;
}
float Terrain::getOpacity(float pointx, float pointz)
patchy[2] = (where.z + size) / scale;
patchy[3] = (where.z + size) / scale;
- /*if(patchx[1]<subdivision-1&&patchy[1]<subdivision-1&&patchx[1]>0&&patchy[1]>0)
- if(patchx[2]<subdivision-1&&patchy[2]<subdivision-1&&patchx[2]>0&&patchy[2]>0)
- if(patchx[3]<subdivision-1&&patchy[3]<subdivision-1&&patchx[3]>0&&patchy[3]>0)
- if(patchx[0]<subdivision-1&&patchy[0]<subdivision-1&&patchx[0]>0&&patchy[0]>0){
- */
if ((patchx[0] != patchx[1] || patchy[0] != patchy[1]) && (patchx[0] != patchx[2] || patchy[0] != patchy[2]) && (patchx[0] != patchx[3] || patchy[0] != patchy[3])) {
MakeDecalLock(type, where, patchx[0], patchy[0], size, opacity, rotation);
}