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forked from 0ad/0ad

Re: disable foam and coastal waves in Atlas until properly optimized (this time with 100% more it-does-not-bug). Refs #1743

(sorry about the last time, should not blindly commit).

This was SVN commit r13146.
This commit is contained in:
wraitii 2013-02-03 15:49:41 +00:00
parent 1f7e6cb2ba
commit abd98ad581

View File

@ -652,15 +652,15 @@ 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");
if(WaterMgr->m_WaterRealDepth)
defines.Add("USE_REAL_DEPTH","1");
if(WaterMgr->m_WaterFoam)
if(WaterMgr->m_WaterFoam && !g_AtlasGameLoop->running)
defines.Add("USE_FOAM","1");
if(WaterMgr->m_WaterCoastalWaves)
if(WaterMgr->m_WaterCoastalWaves && !g_AtlasGameLoop->running)
defines.Add("USE_WAVES","1");
if(WaterMgr->m_WaterRefraction)
defines.Add("USE_REFRACTION","1");