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Merge pull request #1446 from rextimmy/water_vertex_format_fix
Looks to work fine. Thanks!
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commit
8253bcc343
6 changed files with 0 additions and 13 deletions
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@ -205,8 +205,6 @@ void WaterBlock::setupVertexBlock( U32 width, U32 height, U32 rowOffset )
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U32 numVerts = width * height;
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U32 numVerts = width * height;
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GFXWaterVertex *verts = new GFXWaterVertex[ numVerts ];
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GFXWaterVertex *verts = new GFXWaterVertex[ numVerts ];
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ColorI waterColor(31, 56, 64, 127);
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GFXVertexColor vertCol(waterColor);
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U32 index = 0;
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U32 index = 0;
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for( U32 i=0; i<height; i++ )
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for( U32 i=0; i<height; i++ )
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@ -219,7 +217,6 @@ void WaterBlock::setupVertexBlock( U32 width, U32 height, U32 rowOffset )
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vert->point.x = vertX;
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vert->point.x = vertX;
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vert->point.y = vertY;
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vert->point.y = vertY;
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vert->point.z = 0.0;
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vert->point.z = 0.0;
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vert->color = vertCol;
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vert->normal.set(0,0,1);
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vert->normal.set(0,0,1);
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vert->undulateData.set( vertX, vertY );
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vert->undulateData.set( vertX, vertY );
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vert->horizonFactor.set( 0, 0, 0, 0 );
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vert->horizonFactor.set( 0, 0, 0, 0 );
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@ -50,7 +50,6 @@ GFXImplementVertexFormat( GFXWaterVertex )
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{
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{
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addElement( "POSITION", GFXDeclType_Float3 );
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addElement( "POSITION", GFXDeclType_Float3 );
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addElement( "NORMAL", GFXDeclType_Float3 );
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addElement( "NORMAL", GFXDeclType_Float3 );
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addElement( "COLOR", GFXDeclType_Color );
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addElement( "TEXCOORD", GFXDeclType_Float2, 0 );
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addElement( "TEXCOORD", GFXDeclType_Float2, 0 );
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addElement( "TEXCOORD", GFXDeclType_Float4, 1 );
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addElement( "TEXCOORD", GFXDeclType_Float4, 1 );
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}
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}
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@ -49,7 +49,6 @@ GFXDeclareVertexFormat( GFXWaterVertex )
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{
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{
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Point3F point;
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Point3F point;
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Point3F normal;
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Point3F normal;
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GFXVertexColor color;
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Point2F undulateData;
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Point2F undulateData;
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Point4F horizonFactor;
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Point4F horizonFactor;
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};
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};
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@ -175,9 +175,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
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{
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{
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const Frustum &frustum = state->getCullingFrustum();
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const Frustum &frustum = state->getCullingFrustum();
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// Water base-color, assigned as color for all verts.
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const GFXVertexColor vertCol(mWaterFogData.color);
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// World-Up vector, assigned as normal for all verts.
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// World-Up vector, assigned as normal for all verts.
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const Point3F worldUp( 0.0f, 0.0f, 1.0f );
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const Point3F worldUp( 0.0f, 0.0f, 1.0f );
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@ -250,7 +247,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
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xVal = cornerPosition.x + (F32)( j * squareSize );
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xVal = cornerPosition.x + (F32)( j * squareSize );
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vertPtr->point.set( xVal, yVal, 0.0f );
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vertPtr->point.set( xVal, yVal, 0.0f );
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vertPtr->color = vertCol;
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vertPtr->normal = worldUp;
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vertPtr->normal = worldUp;
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vertPtr->undulateData.set( xVal, yVal );
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vertPtr->undulateData.set( xVal, yVal );
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vertPtr->horizonFactor.set( 0, 0, 0, 0 );
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vertPtr->horizonFactor.set( 0, 0, 0, 0 );
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@ -404,7 +400,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
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vertPtr->point.set( pos.x, pos.y, 0.0f );
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vertPtr->point.set( pos.x, pos.y, 0.0f );
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vertPtr->undulateData.set( pos.x, pos.y );
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vertPtr->undulateData.set( pos.x, pos.y );
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vertPtr->horizonFactor.set( 0, 0, 0, 0 );
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vertPtr->horizonFactor.set( 0, 0, 0, 0 );
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vertPtr->color = vertCol;
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vertPtr->normal = worldUp;
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vertPtr->normal = worldUp;
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vertPtr++;
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vertPtr++;
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}
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}
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@ -427,7 +422,6 @@ void WaterPlane::setupVBIB( SceneRenderState *state )
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vertPtr->point.set( pos.x, pos.y, 50.0f );
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vertPtr->point.set( pos.x, pos.y, 50.0f );
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vertPtr->undulateData.set( pos.x, pos.y );
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vertPtr->undulateData.set( pos.x, pos.y );
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vertPtr->horizonFactor.set( 1, 0, 0, 0 );
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vertPtr->horizonFactor.set( 1, 0, 0, 0 );
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vertPtr->color = vertCol;
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vertPtr->normal = worldUp;
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vertPtr->normal = worldUp;
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vertPtr++;
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vertPtr++;
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}
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}
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@ -72,7 +72,6 @@ uniform float undulateMaxDist;
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in vec4 vPosition;
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in vec4 vPosition;
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in vec3 vNormal;
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in vec3 vNormal;
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in vec4 vColor;
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in vec2 vTexCoord0;
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in vec2 vTexCoord0;
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in vec4 vTexCoord1;
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in vec4 vTexCoord1;
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@ -72,7 +72,6 @@ uniform float undulateMaxDist;
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in vec4 vPosition;
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in vec4 vPosition;
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in vec3 vNormal;
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in vec3 vNormal;
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in vec4 vColor;
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in vec2 vTexCoord0;
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in vec2 vTexCoord0;
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in vec4 vTexCoord1;
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in vec4 vTexCoord1;
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