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forked from 0ad/0ad

Reverts some changes: Atlas now won't recompute the water foam on terrain change, thus reducing the lag until I properly optimize it. refs #1743

This was SVN commit r13120.
This commit is contained in:
wraitii 2013-01-26 17:10:12 +00:00
parent c1f2572006
commit 38b0c0eb72

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@ -652,7 +652,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, ShadowMap*
WaterMgr->updateQuality();
// If we're using fancy water, make sure its shader is loaded
if (!m->fancyWaterShader || (WaterMgr->m_NeedsReloading && (!g_AtlasGameLoop->running || !WaterMgr->m_TerrainChangeThisTurn) ))
if ((!m->fancyWaterShader || WaterMgr->m_NeedsReloading) && !g_AtlasGameLoop->running)
{
if(WaterMgr->m_WaterNormal)
defines.Add("USE_NORMALS","1");