Water manager will now load uncompressed TGA's rather than DDS'es.
This was SVN commit r3900.
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@ -500,7 +500,7 @@ void TerrainRenderer::RenderWater()
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vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
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}
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float repeatFreq = (fancy ? 17.0f : 16.0f);
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float repeatFreq = (fancy ? 18.0f : 16.0f);
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glBegin(GL_QUADS);
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@ -106,7 +106,7 @@ int WaterManager::LoadWaterTextures()
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// Load normalmaps (for fancy water)
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while (cur_loading_normal_map < num_normal_maps)
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{
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snprintf(filename, ARRAY_SIZE(filename), "art/textures/animated/water/%s/normal%02d.dds",
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snprintf(filename, ARRAY_SIZE(filename), "art/textures/animated/water/%s/normal%02d.tga",
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water_type, cur_loading_normal_map+1);
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Handle ht = ogl_tex_load(filename);
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if (ht <= 0)
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