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Phase 2: #ifdef for Zodiacs and particles
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7 changed files with 38 additions and 13 deletions
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@ -52,8 +52,9 @@
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#ifdef TORQUE_AFX_ENABLED
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#include "afx/arcaneFX.h"
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#endif
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#include "afx/ce/afxZodiacMgr.h"
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#endif
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/bitmap/gBitmap.h"
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#include "gfx/bitmap/ddsFile.h"
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@ -430,7 +431,9 @@ void TerrainBlock::_renderBlock( SceneRenderState *state )
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if ( isColorDrawPass )
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lm = LIGHTMGR;
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#ifdef TORQUE_AFX_ENABLED
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bool has_zodiacs = afxZodiacMgr::doesBlockContainZodiacs(state, this);
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#endif
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for ( U32 i=0; i < renderCells.size(); i++ )
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{
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TerrCell *cell = renderCells[i];
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@ -492,10 +495,11 @@ void TerrainBlock::_renderBlock( SceneRenderState *state )
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}
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inst->defaultKey = (U32)cell->getMaterials();
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#ifdef TORQUE_AFX_ENABLED
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if (has_zodiacs)
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afxZodiacMgr::renderTerrainZodiacs(state, this, cell);
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// Submit it for rendering.
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#endif
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renderPass->addInst( inst );
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}
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