extern float targetblurness;
extern Objects objects;
extern TGAImageRec texture;
-extern Game * pgame;
extern bool visibleloading;
extern bool skyboxtexture;
extern int tutoriallevel;
}
}
texture.bpp=24;
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
texdetail=temptexdetail;
}
}
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
float slopeness;
textureness[i][j]=-1;
}
}
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
for(i=0;i<size;i++){
}
}
}
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
for(i=0;i<size;i++){
for(j=0;j<size;j++){
}
}
}
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
/*float total;
int todivide;
}
}
}
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
patch_size=size/subdivision;
patch_elements=(patch_size)*(patch_size)*54;
}
}
}
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
}
brightness=dotproduct(&lightloc,&normals[i][j]);
if(shadowed)brightness*=1-shadowed;
}
}
- if(visibleloading)pgame->LoadingScreen();
+ if(visibleloading) Game::LoadingScreen();
//Smooth shadows
for(i=0;i<size;i++){