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forked from mirrors/0ad

Fixes build warning and cleans up a few things

This was SVN commit r12895.
This commit is contained in:
historic_bruno
2012-11-26 02:28:35 +00:00
parent b2efabdf66
commit a4a060cd86
7 changed files with 12 additions and 13 deletions
+1 -1
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@@ -19,10 +19,10 @@
#include "ParticleEmitter.h"
#include "graphics/LightEnv.h"
#include "graphics/ParticleEmitterType.h"
#include "graphics/ParticleManager.h"
#include "graphics/TextureManager.h"
#include "graphics/LightEnv.h"
#include "renderer/Renderer.h"
+1 -1
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@@ -1,4 +1,4 @@
/* Copyright (C) 2011 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
+1 -2
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@@ -224,7 +224,6 @@ void ShadowMap::AddShadowedBound(const CBoundingBoxAligned& bounds)
// projection and transformation matrices
void ShadowMapInternals::CalcShadowMatrices()
{
CRenderer& renderer = g_Renderer;
float minZ = ShadowBound[0].Z;
ShadowBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum());
@@ -276,7 +275,7 @@ void ShadowMapInternals::CalcShadowMatrices()
LightProjection._22 = scale.Y;
LightProjection._24 = (shift.Y + offsetY) * scale.Y;
LightProjection._33 = scale.Z;
LightProjection._34 = shift.Z * scale.Z;// + renderer.m_ShadowZBias;
LightProjection._34 = shift.Z * scale.Z;
LightProjection._44 = 1.0;
// Calculate texture matrix by creating the clip space to texture coordinate matrix
+1 -1
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@@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
+1 -1
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@@ -1,4 +1,4 @@
/* Copyright (C) 2010 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
+3 -3
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@@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -21,8 +21,8 @@
#include "precompiled.h"
#include "graphics/TextureManager.h"
#include "graphics/Terrain.h"
#include "graphics/TextureManager.h"
#include "lib/bits.h"
#include "lib/timer.h"
@@ -348,7 +348,7 @@ void WaterManager::CreateSuperfancyInfo()
}
waterRaise = waterRaise > 255 ? 255 : waterRaise; // gives a very good result, actually.
normal *= 1.0f/81.0f;
normal[1] = 0.1; // acts as an anti distorter
normal[1] = 0.1f; // acts as an anti distorter
normal = normal.Normalized();
u8 r = static_cast<u8>(normal[0]*128 + 127);
+4 -4
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@@ -1,4 +1,4 @@
/* Copyright (C) 2009 Wildfire Games.
/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@@ -23,10 +23,10 @@
#define INCLUDED_WATERMANAGER
#include "graphics/Texture.h"
#include "ps/Overlay.h"
#include "maths/Matrix3D.h"
#include "lib/ogl.h"
#include "VertexBufferManager.h"
#include "maths/Matrix3D.h"
#include "ps/Overlay.h"
#include "renderer/VertexBufferManager.h"
struct SWavesVertex {