|
|
|
@ -527,9 +527,7 @@ void Water::createSimpleWaterStateSet(osg::Node* node, float alpha)
|
|
|
|
|
|
|
|
|
|
// Add animated textures
|
|
|
|
|
std::vector<osg::ref_ptr<osg::Texture2D> > textures;
|
|
|
|
|
int frameCount = Fallback::Map::getInt("Water_SurfaceFrameCount");
|
|
|
|
|
frameCount = std::min(std::max(frameCount, 0), 320);
|
|
|
|
|
|
|
|
|
|
int frameCount = std::max(0, std::min(Fallback::Map::getInt("Water_SurfaceFrameCount"), 320));
|
|
|
|
|
const std::string& texture = Fallback::Map::getString("Water_SurfaceTexture");
|
|
|
|
|
for (int i=0; i<frameCount; ++i)
|
|
|
|
|
{
|
|
|
|
@ -645,9 +643,7 @@ Water::~Water()
|
|
|
|
|
|
|
|
|
|
void Water::listAssetsToPreload(std::vector<std::string> &textures)
|
|
|
|
|
{
|
|
|
|
|
int frameCount = Fallback::Map::getInt("Water_SurfaceFrameCount");
|
|
|
|
|
frameCount = std::min(std::max(frameCount, 0), 320);
|
|
|
|
|
|
|
|
|
|
int frameCount = std::max(0, std::min(Fallback::Map::getInt("Water_SurfaceFrameCount"), 320));
|
|
|
|
|
const std::string& texture = Fallback::Map::getString("Water_SurfaceTexture");
|
|
|
|
|
for (int i=0; i<frameCount; ++i)
|
|
|
|
|
{
|
|
|
|
|