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Timestamp:
Jun 20, 2006, 2:34:28 PM (18 years ago)
Author:
stefalie
Message:

water: one bug left

File:
1 edited

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  • branches/water/src/world_entities/environments/mapped_water.cc

    r8628 r8630  
    234234  // to our texture map size, then render the current scene our camera
    235235  // is looking at to the already allocated texture unit.  Since this
    236   // is a reflection of the top of the water surface we use clipping 
     236  // is a reflection of the top of the water surface we use clipping
    237237  // planes to only render the top of the world as a reflection.  If
    238238  // we are below the water we don't flip the reflection but just use
     
    318318  if(pos.y > waterPos.y)
    319319  {
    320     double plane[4] = {0, -1, 0, waterPos.y}; 
     320    double plane[4] = {0, -1, 0, waterPos.y};
    321321    glClipPlane(GL_CLIP_PLANE0, plane);
    322 
    323322  }
    324323  // If the camera is below the water, only render the data above the water
     
    326325  {
    327326    glCullFace(GL_FRONT);
    328     double plane[4] = {0, 1, 0, -waterPos.y}; 
     327    double plane[4] = {0, 1, 0, -waterPos.y};
    329328    glClipPlane(GL_CLIP_PLANE0, plane);
    330329  }
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