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forked from 0ad/0ad

Fix #479 (water animation in new simulation system)

This was SVN commit r7407.
This commit is contained in:
Ykkrosh 2010-03-27 17:19:00 +00:00
parent 45184baacf
commit 9ad4b210dc
2 changed files with 4 additions and 2 deletions

View File

@ -48,7 +48,6 @@
#include "ps/Profile.h"
#include "ps/Pyrogenesis.h"
#include "renderer/Renderer.h"
#include "renderer/Renderer.h"
#include "renderer/SkyManager.h"
#include "renderer/WaterManager.h"
#include "scripting/ScriptableObject.h"
@ -571,6 +570,10 @@ void CGameView::Update(float DeltaTime)
if (!g_app_has_focus)
return;
// TODO: this is probably not an ideal place for this, it should probably go
// in a CCmpWaterManager or some such thing (once such a thing exists)
g_Renderer.GetWaterManager()->m_WaterTexTimer += DeltaTime;
if (m->UnitView)
{
m->ViewCamera.m_Orientation.SetYRotation(m->UnitView->m_orientation.Y);

View File

@ -162,7 +162,6 @@ void CSimulation::Interpolate(double frameTime, double offset)
g_EntityManager.InterpolateAll(offset);
m_pWorld->GetProjectileManager().InterpolateAll(offset);
g_Renderer.GetWaterManager()->m_WaterTexTimer += frameTime;
}
void CSimulation::Simulate()