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disabled the composite map, improves loading time a lot
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b882c03adc
commit
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1 changed files with 4 additions and 7 deletions
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@ -51,6 +51,7 @@ namespace MWRender
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mActiveProfile->setLayerNormalMappingEnabled(false);
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mActiveProfile->setLayerNormalMappingEnabled(false);
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mActiveProfile->setLayerParallaxMappingEnabled(false);
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mActiveProfile->setLayerParallaxMappingEnabled(false);
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mActiveProfile->setReceiveDynamicShadowsEnabled(false);
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mActiveProfile->setReceiveDynamicShadowsEnabled(false);
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mActiveProfile->setCompositeMapEnabled(false);
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mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mgr,
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mTerrainGroup = OGRE_NEW Ogre::TerrainGroup(mgr,
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Ogre::Terrain::ALIGN_X_Z,
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Ogre::Terrain::ALIGN_X_Z,
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@ -160,10 +161,6 @@ namespace MWRender
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else
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else
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mActiveProfile->setGlobalColourMapEnabled(false);
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mActiveProfile->setGlobalColourMapEnabled(false);
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/// \todo are we possibly generating the materials twice?
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mActiveProfile->generate(terrain);
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mActiveProfile->generateForCompositeMap(terrain);
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if ( store->land[1][1]->landData->usingColours )
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if ( store->land[1][1]->landData->usingColours )
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{
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{
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Ogre::TexturePtr vertex = getVertexColours(store,
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Ogre::TexturePtr vertex = getVertexColours(store,
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@ -173,10 +170,10 @@ namespace MWRender
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//this is a hack to get around the fact that Ogre seems to
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//this is a hack to get around the fact that Ogre seems to
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//corrupt the global colour map leading to rendering errors
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//corrupt the global colour map leading to rendering errors
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MaterialPtr mat = terrain->_getMaterial();
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MaterialPtr mat = terrain->getMaterial();
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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mat = terrain->_getCompositeMapMaterial();
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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//mat = terrain->_getCompositeMapMaterial();
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//mat->getTechnique(0)->getPass(0)->getTextureUnitState(1)->setTextureName( vertex->getName() );
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}
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}
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}
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}
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}
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}
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