WaterManager: don't try rendering if the textures haven't been loaded (e.g. when using the Actor Viewer).

GameView: pushed near clipping plane out a bit (to get more precision),
rounded far plane to power of two for no real reason.

This was SVN commit r4896.
This commit is contained in:
Ykkrosh
2007-02-10 22:07:20 +00:00
parent 3a73f8fd91
commit faeb0a5cb6
3 changed files with 14 additions and 3 deletions
+4 -2
View File
@@ -50,8 +50,8 @@ static bool bookmarkInUse[10] = { false, false, false, false, false, false, fals
static i8 currentBookmark = -1;
const float CGameView::defaultFOV = DEGTORAD(20.f);
const float CGameView::defaultNear = 1.f;
const float CGameView::defaultFar = 5000.f;
const float CGameView::defaultNear = 4.f;
const float CGameView::defaultFar = 4096.f;
class CGameViewImpl : public CJSObject<CGameViewImpl>, boost::noncopyable
{
@@ -327,6 +327,8 @@ void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c)
const std::vector<CUnit*>& units = unitMan.GetUnits();
for (uint i=0;i<units.size();++i)
{
oglCheck();
CEntity* ent = units[i]->GetEntity();
if( ent && !ent->m_visible )
continue;
+4
View File
@@ -288,6 +288,8 @@ void BatchModelRenderer::Submit(CModel* model)
{
debug_assert(m->phase == BMRSubmit);
oglCheck();
CModelDefPtr mdef = model->GetModelDef();
BMRModelDefTracker* mdeftracker = (BMRModelDefTracker*)mdef->GetRenderData(m);
CModelRData* rdata = (CModelRData*)model->GetRenderData();
@@ -346,6 +348,8 @@ void BatchModelRenderer::Submit(CModel* model)
bmrdata->m_Next = mdeftracker->m_ModelSlots[idx];
mdeftracker->m_ModelSlots[idx] = bmrdata;
oglCheck();
}
+6 -1
View File
@@ -35,7 +35,7 @@
WaterManager::WaterManager()
{
// water
m_RenderWater = true;
m_RenderWater = false; // disabled until textures are successfully loaded
m_WaterHeight = 5.0f;
m_WaterColor = CColor(0.3f, 0.35f, 0.7f, 1.0f);
m_WaterFullDepth = 4.0f;
@@ -50,6 +50,8 @@ WaterManager::WaterManager()
m_WaterCurrentTex = 0;
m_ReflectionTexture = 0;
m_RefractionTexture = 0;
m_ReflectionTextureSize = 0;
m_RefractionTextureSize = 0;
m_WaterTexTimer = 0.0;
m_Shininess = 150.0f;
m_SpecularStrength = 0.4f;
@@ -159,6 +161,9 @@ int WaterManager::LoadWaterTextures()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Enable rendering, now that we've succeeded this far
m_RenderWater = true;
return 0;
}