Water manager will now load uncompressed TGA's rather than DDS'es.

This was SVN commit r3900.
This commit is contained in:
Matei 2006-05-28 09:55:44 +00:00
parent 36533151d6
commit f8de293512
2 changed files with 2 additions and 2 deletions

View File

@ -500,7 +500,7 @@ void TerrainRenderer::RenderWater()
vertexDepth = ogl_program_get_attrib_location( m->fancyWaterShader, "vertexDepth" );
}
float repeatFreq = (fancy ? 17.0f : 16.0f);
float repeatFreq = (fancy ? 18.0f : 16.0f);
glBegin(GL_QUADS);

View File

@ -106,7 +106,7 @@ int WaterManager::LoadWaterTextures()
// Load normalmaps (for fancy water)
while (cur_loading_normal_map < num_normal_maps)
{
snprintf(filename, ARRAY_SIZE(filename), "art/textures/animated/water/%s/normal%02d.dds",
snprintf(filename, ARRAY_SIZE(filename), "art/textures/animated/water/%s/normal%02d.tga",
water_type, cur_loading_normal_map+1);
Handle ht = ogl_tex_load(filename);
if (ht <= 0)