Fixed opengl terrain not rendering displaced vertices
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3e73633c25
commit
d68eaab5df
1 changed files with 5 additions and 6 deletions
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@ -10,7 +10,6 @@
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#include "CameraDefinition.h"
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#include "OpenGLRenderer.h"
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#include "TerrainRenderer.h"
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#include "TexturesRenderer.h"
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#include "Scenery.h"
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#include "TerrainDefinition.h"
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#include "Texture2D.h"
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@ -81,7 +80,6 @@ bool OpenGLTerrainChunk::maintain() {
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} else {
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setFirstStepVertices();
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}
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return true;
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} else if (vertices_level < 64) {
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augmentVertices();
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subchanged = true;
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@ -241,10 +239,11 @@ void OpenGLTerrainChunk::updateVertices(const OpenGLVertexArray &source, int ver
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void OpenGLTerrainChunk::fillVerticesFromSquare(OpenGLVertexArray *array, int index_offset, double x, double z,
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double size) {
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Vector3 c1(x, _renderer->getTerrainRenderer()->getHeight(x, z, true, false), z);
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Vector3 c2(x, _renderer->getTerrainRenderer()->getHeight(x, z + size, true, false), z + size);
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Vector3 c3(x + size, _renderer->getTerrainRenderer()->getHeight(x + size, z + size, true, false), z + size);
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Vector3 c4(x + size, _renderer->getTerrainRenderer()->getHeight(x + size, z, true, false), z);
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Vector3 water_offset = Vector3(0.0, _renderer->getScenery()->getTerrain()->getWaterOffset(), 0.0);
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Vector3 c1 = _renderer->getTerrainRenderer()->getDisplaced(x, z, true).sub(water_offset);
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Vector3 c2 = _renderer->getTerrainRenderer()->getDisplaced(x, z + size, true).sub(water_offset);
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Vector3 c3 = _renderer->getTerrainRenderer()->getDisplaced(x + size, z + size, true).sub(water_offset);
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Vector3 c4 = _renderer->getTerrainRenderer()->getDisplaced(x + size, z, true).sub(water_offset);
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double u = (x - _startx) / _size;
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double v = (z - _startz) / _size;
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