Fixes build warning and cleans up a few things
This was SVN commit r12895.
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b2efabdf66
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@ -19,10 +19,10 @@
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#include "ParticleEmitter.h"
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#include "graphics/LightEnv.h"
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#include "graphics/ParticleEmitterType.h"
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#include "graphics/ParticleManager.h"
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#include "graphics/TextureManager.h"
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#include "graphics/LightEnv.h"
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#include "renderer/Renderer.h"
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@ -1,4 +1,4 @@
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/* Copyright (C) 2011 Wildfire Games.
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -224,7 +224,6 @@ void ShadowMap::AddShadowedBound(const CBoundingBoxAligned& bounds)
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// projection and transformation matrices
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void ShadowMapInternals::CalcShadowMatrices()
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{
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CRenderer& renderer = g_Renderer;
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float minZ = ShadowBound[0].Z;
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ShadowBound.IntersectFrustumConservative(LightspaceCamera.GetFrustum());
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@ -276,7 +275,7 @@ void ShadowMapInternals::CalcShadowMatrices()
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LightProjection._22 = scale.Y;
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LightProjection._24 = (shift.Y + offsetY) * scale.Y;
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LightProjection._33 = scale.Z;
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LightProjection._34 = shift.Z * scale.Z;// + renderer.m_ShadowZBias;
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LightProjection._34 = shift.Z * scale.Z;
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LightProjection._44 = 1.0;
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// Calculate texture matrix by creating the clip space to texture coordinate matrix
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -1,4 +1,4 @@
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/* Copyright (C) 2010 Wildfire Games.
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -21,8 +21,8 @@
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#include "precompiled.h"
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#include "graphics/TextureManager.h"
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#include "graphics/Terrain.h"
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#include "graphics/TextureManager.h"
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#include "lib/bits.h"
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#include "lib/timer.h"
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@ -348,7 +348,7 @@ void WaterManager::CreateSuperfancyInfo()
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}
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waterRaise = waterRaise > 255 ? 255 : waterRaise; // gives a very good result, actually.
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normal *= 1.0f/81.0f;
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normal[1] = 0.1; // acts as an anti distorter
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normal[1] = 0.1f; // acts as an anti distorter
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normal = normal.Normalized();
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u8 r = static_cast<u8>(normal[0]*128 + 127);
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@ -1,4 +1,4 @@
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/* Copyright (C) 2009 Wildfire Games.
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/* Copyright (C) 2012 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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@ -23,10 +23,10 @@
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#define INCLUDED_WATERMANAGER
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#include "graphics/Texture.h"
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#include "ps/Overlay.h"
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#include "maths/Matrix3D.h"
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#include "lib/ogl.h"
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#include "VertexBufferManager.h"
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#include "maths/Matrix3D.h"
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#include "ps/Overlay.h"
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#include "renderer/VertexBufferManager.h"
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struct SWavesVertex {
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