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Moves water textures and terrain alpha composite map to GL texture class following 57ba7c4a1c.
Tested By: Stan Differential Revision: https://code.wildfiregames.com/D4394 This was SVN commit r26120.
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@@ -331,13 +331,13 @@ void CTerrainTextureEntry::LoadAlphaMaps(const VfsPath& alphaMapType)
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for (size_t i = 0; i < NUM_ALPHA_MAPS; i++)
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ignore_result(ogl_tex_free(textures[i]));
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// upload the composite texture
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// Enable the following to save a png of the generated texture
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// in the public/ directory, for debugging.
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#if 0
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Tex t;
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ignore_result(t.wrap(totalWidth, totalHeight, 8, TEX_GREY, data, 0));
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// uncomment the following to save a png of the generated texture
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// in the public/ directory, for debugging
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/*VfsPath filename("blendtex.png");
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const VfsPath filename("blendtex.png");
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DynArray da;
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RETURN_STATUS_IF_ERR(tex_encode(&t, filename.Extension(), &da));
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@@ -353,13 +353,19 @@ void CTerrainTextureEntry::LoadAlphaMaps(const VfsPath& alphaMapType)
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// ret = (Status)bytes_written;
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}
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ignore_result(da_free(&da));*/
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ignore_result(da_free(&da));
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#endif
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Handle hCompositeAlphaMap = ogl_tex_wrap(&t, g_VFS, key);
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ignore_result(ogl_tex_set_filter(hCompositeAlphaMap, GL_LINEAR));
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ignore_result(ogl_tex_set_wrap (hCompositeAlphaMap, GL_CLAMP_TO_EDGE, GL_CLAMP_TO_EDGE));
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ogl_tex_upload(hCompositeAlphaMap, GL_ALPHA, 0, 0);
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result.m_hCompositeAlphaMap = hCompositeAlphaMap;
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result.m_CompositeAlphaMap = Renderer::Backend::GL::CTexture::Create2D(
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Renderer::Backend::Format::A8, totalWidth, totalHeight,
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE));
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// Upload the composite texture.
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g_Renderer.BindTexture(0, result.m_CompositeAlphaMap->GetHandle());
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glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, totalWidth, totalHeight, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data.get());
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g_Renderer.BindTexture(0, 0);
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m_TerrainAlpha = it;
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}
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