forked from 0ad/0ad
Reverts some changes: Atlas now won't recompute the water foam on terrain change, thus reducing the lag until I properly optimize it. refs #1743
This was SVN commit r13120.
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@ -652,7 +652,7 @@ 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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