Fix some errors in WaterManager.
This was SVN commit r15620.
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@ -232,7 +232,7 @@ int WaterManager::LoadWaterTextures()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, (GLsizei)m_ReflectionTextureSize, (GLsizei)m_ReflectionTextureSize, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
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// Create refraction texture
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glGenTextures(1, &m_RefractionTexture);
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@ -258,7 +258,7 @@ int WaterManager::LoadWaterTextures()
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32, (GLsizei)m_RefractionTextureSize, (GLsizei)m_RefractionTextureSize, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL);
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// Create the Fancy Effects texture
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glGenTextures(1, &m_FancyTextureNormal);
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@ -447,8 +447,8 @@ void WaterManager::CreateWaveMeshes()
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// First step: get the points near the coast.
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std::set<int> CoastalPointsSet;
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for (size_t z = 0; z < SideSize; ++z)
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for (size_t x = 0; x < SideSize; ++x)
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for (size_t z = 1; z < SideSize-1; ++z)
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for (size_t x = 1; x < SideSize-1; ++x)
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if (abs(m_DistanceHeightmap[z*SideSize + x]-1.0f) < 0.2f)
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CoastalPointsSet.insert(z*SideSize + x);
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@ -597,7 +597,7 @@ void WaterManager::CreateWaveMeshes()
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float outmost = 0.0f; // how far to move on the shore.
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float avgDepth = 0.0f;
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int sign = 1;
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CVector2D firstPerp, perp, lastPerp;
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CVector2D firstPerp(0,0), perp(0,0), lastPerp(0,0);
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for (size_t a = 0; a < waveSizes;++a)
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{
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lastPerp = perp;
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