Fix build-osx-libs properly for mavericks after learning some Bash.
Fix a long-standing typo in TerrainRenderer for water rendering that apparently had no effect. Don't compress the water textures to make it look better. They will be changed anyhow. This was SVN commit r15461.
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Textures>
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<File pattern="normal*" normal="true"/>
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<File pattern="normal*" normal="true" format="rgba" mipmap="true"/>
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</Textures>
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@ -66,6 +66,7 @@ ARCH=${ARCH:="x86_64"}
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# On newer OS X versions, this will be a symbolic link to LLVM GCC
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# TODO: don't rely on that
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export CC=${CC:="clang"} CXX=${CXX:="clang++"}
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export MIN_OSX_VERSION=${MIN_OSX_VERSION:="10.9"}
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# The various libs offer inconsistent configure options, some allow
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# setting sysroot and OS X-specific options, others don't. Adding to
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@ -85,11 +86,6 @@ if [[ $MIN_OSX_VERSION && ${MIN_OSX_VERSION-_} ]]; then
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# clang and llvm-gcc look at mmacosx-version-min to determine link target
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# and CRT version, and use it to set the macosx_version_min linker flag
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LDFLAGS="$LDFLAGS -mmacosx-version-min=$MIN_OSX_VERSION"
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else
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C_FLAGS="$C_FLAGS -mmacosx-version-min=10.9"
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# clang and llvm-gcc look at mmacosx-version-min to determine link target
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# and CRT version, and use it to set the macosx_version_min linker flag
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LDFLAGS="$LDFLAGS -mmacosx-version-min=10.9"
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fi
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C_FLAGS="$C_FLAGS -arch $ARCH -fvisibility=hidden"
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LDFLAGS="$LDFLAGS -arch $ARCH"
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@ -766,7 +766,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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m->wavesShader->BindTexture(str_waveTex, WaterMgr->m_Wave);
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m->wavesShader->Uniform(str_time, (float)time);
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m->wavesShader->Uniform(str_waviness, WaterMgr->m_Waviness);
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m->wavesShader->Uniform(str_mapSize, (float)(WaterMgr->m_TexSize));
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m->wavesShader->Uniform(str_mapSize, (float)(WaterMgr->m_MapSize));
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SWavesVertex *base=(SWavesVertex *)WaterMgr->m_VBWaves->m_Owner->Bind();
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GLsizei stride = sizeof(SWavesVertex);
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@ -805,7 +805,7 @@ bool TerrainRenderer::RenderFancyWater(const CShaderDefines& context, int cullGr
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if (WaterMgr->m_WaterFoam || WaterMgr->m_WaterCoastalWaves)
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{
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m->fancyWaterShader->BindTexture(str_Foam, WaterMgr->m_Foam);
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m->fancyWaterShader->Uniform(str_mapSize, (float)(WaterMgr->m_TexSize));
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m->fancyWaterShader->Uniform(str_mapSize, (float)(WaterMgr->m_MapSize));
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}
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if (WaterMgr->m_WaterRealDepth)
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m->fancyWaterShader->BindTexture(str_depthTex, WaterMgr->m_depthTT);
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