diff --git a/source/graphics/GameView.cpp b/source/graphics/GameView.cpp index 6233e45ed3..f717dc322c 100644 --- a/source/graphics/GameView.cpp +++ b/source/graphics/GameView.cpp @@ -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, boost::noncopyable { @@ -327,6 +327,8 @@ void CGameView::EnumerateObjects(const CFrustum& frustum, SceneCollector* c) const std::vector& units = unitMan.GetUnits(); for (uint i=0;iGetEntity(); if( ent && !ent->m_visible ) continue; diff --git a/source/renderer/ModelRenderer.cpp b/source/renderer/ModelRenderer.cpp index fc7748285c..b38a627d0a 100644 --- a/source/renderer/ModelRenderer.cpp +++ b/source/renderer/ModelRenderer.cpp @@ -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(); } diff --git a/source/renderer/WaterManager.cpp b/source/renderer/WaterManager.cpp index 0dcfd2bcb6..7427f039c5 100644 --- a/source/renderer/WaterManager.cpp +++ b/source/renderer/WaterManager.cpp @@ -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; }