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forked from 0ad/0ad

Draws fancy water and its shore waves only for GLSL shaders.

This was SVN commit r26017.
This commit is contained in:
Vladislav Belov 2021-11-26 21:47:04 +00:00
parent fcd10be509
commit c0e0d620eb
3 changed files with 6 additions and 4 deletions

View File

@ -1410,7 +1410,7 @@ void CPatchRData::RenderWater(CShaderProgramPtr& shader, bool onlyShore, bool fi
g_Renderer.m_Stats.m_WaterTris += m_VBWaterIndices->m_Count / 3;
}
if (m_VBWaterShore &&
if (m_VBWaterShore && g_RenderingOptions.GetPreferGLSL() &&
g_Renderer.GetWaterManager()->m_WaterEffects &&
g_Renderer.GetWaterManager()->m_WaterFancyEffects)
{

View File

@ -1093,7 +1093,9 @@ void WaterManager::UpdateQuality()
}
}
bool WaterManager::WillRenderFancyWater()
bool WaterManager::WillRenderFancyWater() const
{
return m_RenderWater && g_RenderingOptions.GetWaterEffects() && g_Renderer.GetCapabilities().m_PrettyWater;
return
m_RenderWater && g_RenderingOptions.GetPreferGLSL() &&
g_RenderingOptions.GetWaterEffects() && g_Renderer.GetCapabilities().m_PrettyWater;
}

View File

@ -184,7 +184,7 @@ public:
* Returns true if fancy water shaders will be used (i.e. the hardware is capable
* and it hasn't been configured off)
*/
bool WillRenderFancyWater();
bool WillRenderFancyWater() const;
void RenderWaves(const CFrustum& frustrum);
};