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terrain file I/O and opengl rendering cleanup
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@ -569,9 +569,6 @@ void TerrainDetailMapFeatGLSL::processPix( Vector<ShaderComponent*> &component
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// amount so that it fades out with the layer blending.
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if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
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{
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// Get the rest of our inputs.
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Var *normalMap = _getNormalMapTex();
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// Call the library function to do the rest.
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if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
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{
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@ -110,11 +110,11 @@ void TerrainFile::_buildGridMap()
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mGridMap.compact();
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// Assign memory from the pool to each grid level.
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TerrainSquare *sq = mGridMapPool.address();
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TerrainSquare *grid = mGridMapPool.address();
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for ( S32 i = mGridLevels; i >= 0; i-- )
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{
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mGridMap[i] = sq;
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sq += 1 << ( 2 * ( mGridLevels - i ) );
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mGridMap[i] = grid;
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grid += 1 << ( 2 * ( mGridLevels - i ) );
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}
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for( S32 i = mGridLevels; i >= 0; i-- )
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