texdetail = temptexdetail;
- size = 128;
- if (1 == 1) {
- /*if ( texture.bpp == 24 )
- type = GL_RGB;
- else
- type = GL_RGBA;
+ size = texture.sizeX;
- 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;
-
- 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];
}
}
}