Merge pull request #1446 from rextimmy/water_vertex_format_fix

Looks to work fine. Thanks!
This commit is contained in:
Areloch 2015-10-24 02:12:46 -05:00
commit 8253bcc343
6 changed files with 0 additions and 13 deletions

View file

@ -205,8 +205,6 @@ void WaterBlock::setupVertexBlock( U32 width, U32 height, U32 rowOffset )
U32 numVerts = width * height;
GFXWaterVertex *verts = new GFXWaterVertex[ numVerts ];
ColorI waterColor(31, 56, 64, 127);
GFXVertexColor vertCol(waterColor);
U32 index = 0;
for( U32 i=0; i<height; i++ )
@ -219,7 +217,6 @@ void WaterBlock::setupVertexBlock( U32 width, U32 height, U32 rowOffset )
vert->point.x = vertX;
vert->point.y = vertY;
vert->point.z = 0.0;
vert->color = vertCol;
vert->normal.set(0,0,1);
vert->undulateData.set( vertX, vertY );
vert->horizonFactor.set( 0, 0, 0, 0 );

View file

@ -50,7 +50,6 @@ GFXImplementVertexFormat( GFXWaterVertex )
{
addElement( "POSITION", GFXDeclType_Float3 );
addElement( "NORMAL", GFXDeclType_Float3 );
addElement( "COLOR", GFXDeclType_Color );
addElement( "TEXCOORD", GFXDeclType_Float2, 0 );
addElement( "TEXCOORD", GFXDeclType_Float4, 1 );
}

View file

@ -49,7 +49,6 @@ GFXDeclareVertexFormat( GFXWaterVertex )
{
Point3F point;
Point3F normal;
GFXVertexColor color;
Point2F undulateData;
Point4F horizonFactor;
};

View file

@ -175,9 +175,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
{
const Frustum &frustum = state->getCullingFrustum();
// Water base-color, assigned as color for all verts.
const GFXVertexColor vertCol(mWaterFogData.color);
// World-Up vector, assigned as normal for all verts.
const Point3F worldUp( 0.0f, 0.0f, 1.0f );
@ -250,7 +247,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
xVal = cornerPosition.x + (F32)( j * squareSize );
vertPtr->point.set( xVal, yVal, 0.0f );
vertPtr->color = vertCol;
vertPtr->normal = worldUp;
vertPtr->undulateData.set( xVal, yVal );
vertPtr->horizonFactor.set( 0, 0, 0, 0 );
@ -404,7 +400,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
vertPtr->point.set( pos.x, pos.y, 0.0f );
vertPtr->undulateData.set( pos.x, pos.y );
vertPtr->horizonFactor.set( 0, 0, 0, 0 );
vertPtr->color = vertCol;
vertPtr->normal = worldUp;
vertPtr++;
}
@ -427,7 +422,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
vertPtr->point.set( pos.x, pos.y, 50.0f );
vertPtr->undulateData.set( pos.x, pos.y );
vertPtr->horizonFactor.set( 1, 0, 0, 0 );
vertPtr->color = vertCol;
vertPtr->normal = worldUp;
vertPtr++;
}

View file

@ -72,7 +72,6 @@ uniform float undulateMaxDist;
in vec4 vPosition;
in vec3 vNormal;
in vec4 vColor;
in vec2 vTexCoord0;
in vec4 vTexCoord1;

View file

@ -72,7 +72,6 @@ uniform float undulateMaxDist;
in vec4 vPosition;
in vec3 vNormal;
in vec4 vColor;
in vec2 vTexCoord0;
in vec4 vTexCoord1;