diff --git a/source/renderer/Renderer.cpp b/source/renderer/Renderer.cpp index 0ee6a4ffca..be4e6f45a7 100644 --- a/source/renderer/Renderer.cpp +++ b/source/renderer/Renderer.cpp @@ -769,7 +769,7 @@ void CRenderer::RenderPatches(const CShaderDefines& context, int cullGroup) if (g_RenderingOptions.GetRenderPath() == RenderPath::SHADER) m->terrainRenderer.RenderTerrainShader(context, cullGroup, (m_Caps.m_Shadows && g_RenderingOptions.GetShadows()) ? &m->shadow : 0); else - m->terrainRenderer.RenderTerrain(cullGroup); + m->terrainRenderer.RenderTerrainFixed(cullGroup); #if !CONFIG2_GLES diff --git a/source/renderer/TerrainRenderer.cpp b/source/renderer/TerrainRenderer.cpp index 20883c85c7..548cf90091 100644 --- a/source/renderer/TerrainRenderer.cpp +++ b/source/renderer/TerrainRenderer.cpp @@ -1,4 +1,4 @@ -/* Copyright (C) 2019 Wildfire Games. +/* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -173,7 +173,7 @@ void TerrainRenderer::EndFrame() /////////////////////////////////////////////////////////////////// // Full-featured terrain rendering with blending and everything -void TerrainRenderer::RenderTerrain(int cullGroup) +void TerrainRenderer::RenderTerrainFixed(int cullGroup) { #if CONFIG2_GLES UNUSED2(cullGroup); diff --git a/source/renderer/TerrainRenderer.h b/source/renderer/TerrainRenderer.h index 19d7150107..64e37a9810 100644 --- a/source/renderer/TerrainRenderer.h +++ b/source/renderer/TerrainRenderer.h @@ -1,4 +1,4 @@ -/* Copyright (C) 2012 Wildfire Games. +/* Copyright (C) 2020 Wildfire Games. * This file is part of 0 A.D. * * 0 A.D. is free software: you can redistribute it and/or modify @@ -88,10 +88,10 @@ public: * preconditions : PrepareForRendering must have been called this * frame before calling RenderTerrain. */ - void RenderTerrain(int cullGroup); + void RenderTerrainFixed(int cullGroup); /** - * Render textured terrain, as with RenderTerrain, but using shaders + * Render textured terrain, as with RenderTerrainFixed, but using shaders * instead of multitexturing. * * @param shadow A prepared shadow map, in case rendering with shadows is enabled.