Renames RenderTerrain to RenderTerrainFixed to follow its implementation.

RenderTerrainShader was added in d295dacb9b.

This was SVN commit r23479.
This commit is contained in:
Vladislav Belov 2020-02-04 23:16:30 +00:00
parent b5e5a8b382
commit 36883f2832
3 changed files with 6 additions and 6 deletions

View File

@ -769,7 +769,7 @@ void CRenderer::RenderPatches(const CShaderDefines& context, int cullGroup)
if (g_RenderingOptions.GetRenderPath() == RenderPath::SHADER)
m->terrainRenderer.RenderTerrainShader(context, cullGroup, (m_Caps.m_Shadows && g_RenderingOptions.GetShadows()) ? &m->shadow : 0);
else
m->terrainRenderer.RenderTerrain(cullGroup);
m->terrainRenderer.RenderTerrainFixed(cullGroup);
#if !CONFIG2_GLES

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2019 Wildfire Games.
/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -173,7 +173,7 @@ void TerrainRenderer::EndFrame()
///////////////////////////////////////////////////////////////////
// Full-featured terrain rendering with blending and everything
void TerrainRenderer::RenderTerrain(int cullGroup)
void TerrainRenderer::RenderTerrainFixed(int cullGroup)
{
#if CONFIG2_GLES
UNUSED2(cullGroup);

View File

@ -1,4 +1,4 @@
/* Copyright (C) 2012 Wildfire Games.
/* Copyright (C) 2020 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
@ -88,10 +88,10 @@ public:
* preconditions : PrepareForRendering must have been called this
* frame before calling RenderTerrain.
*/
void RenderTerrain(int cullGroup);
void RenderTerrainFixed(int cullGroup);
/**
* Render textured terrain, as with RenderTerrain, but using shaders
* Render textured terrain, as with RenderTerrainFixed, but using shaders
* instead of multitexturing.
*
* @param shadow A prepared shadow map, in case rendering with shadows is enabled.