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# New territory border rendering.
Add textured line overlay rendering. Change terrain height calculations to be triangulation-dependent for improved accuracy. Add triangulation-dependent terrain normal function. Support separate S/T wrap modes for textures. Rename CVector2D_Maths since it no longer conflicts with simulation CVector2D. Coalesce freed chunks in vertex buffers, to avoid excessive fragmentation. Add some things to help debug vertex buffer allocation a little. This was SVN commit r9929.
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@@ -44,7 +44,8 @@ struct TPhash
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std::size_t seed = 0;
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boost::hash_combine(seed, a.m_Path);
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boost::hash_combine(seed, a.m_Filter);
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boost::hash_combine(seed, a.m_Wrap);
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boost::hash_combine(seed, a.m_WrapS);
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boost::hash_combine(seed, a.m_WrapT);
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boost::hash_combine(seed, a.m_Aniso);
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return seed;
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}
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@@ -61,7 +62,8 @@ struct TPequal_to
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bool operator()(CTextureProperties const& a, CTextureProperties const& b) const
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{
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return a.m_Path == b.m_Path && a.m_Filter == b.m_Filter
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&& a.m_Wrap == b.m_Wrap && a.m_Aniso == b.m_Aniso;
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&& a.m_WrapS == b.m_WrapS && a.m_WrapT == b.m_WrapT
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&& a.m_Aniso == b.m_Aniso;
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}
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bool operator()(CTexturePtr const& a, CTexturePtr const& b) const
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{
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@@ -186,7 +188,7 @@ public:
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(void)ogl_tex_get_average_colour(h, &texture->m_BaseColour);
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// Set GL upload properties
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(void)ogl_tex_set_wrap(h, texture->m_Properties.m_Wrap);
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(void)ogl_tex_set_wrap(h, texture->m_Properties.m_WrapS, texture->m_Properties.m_WrapT);
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(void)ogl_tex_set_anisotropy(h, texture->m_Properties.m_Aniso);
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// Prevent ogl_tex automatically generating mipmaps (which is slow and unwanted),
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