Re: disable foam and coastal waves in Atlas until properly optimized (this time with 100% more it-does-not-bug). Refs #1743
(sorry about the last time, should not blindly commit). This was SVN commit r13146.
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@ -652,15 +652,15 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, ShadowMap*
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WaterMgr->updateQuality();
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// If we're using fancy water, make sure its shader is loaded
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if (!m->fancyWaterShader || (WaterMgr->m_NeedsReloading && (!g_AtlasGameLoop->running || !WaterMgr->m_TerrainChangeThisTurn) ))
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if (!m->fancyWaterShader || (WaterMgr->m_NeedsReloading && !g_AtlasGameLoop->running))
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{
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if(WaterMgr->m_WaterNormal)
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defines.Add("USE_NORMALS","1");
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if(WaterMgr->m_WaterRealDepth)
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defines.Add("USE_REAL_DEPTH","1");
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if(WaterMgr->m_WaterFoam)
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if(WaterMgr->m_WaterFoam && !g_AtlasGameLoop->running)
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defines.Add("USE_FOAM","1");
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if(WaterMgr->m_WaterCoastalWaves)
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if(WaterMgr->m_WaterCoastalWaves && !g_AtlasGameLoop->running)
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defines.Add("USE_WAVES","1");
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if(WaterMgr->m_WaterRefraction)
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defines.Add("USE_REFRACTION","1");
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