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Ignore:
Timestamp:
Jun 29, 2006, 7:09:59 PM (18 years ago)
Author:
stefalie
Message:

mountain_lake: waterColor fading compiles, but doesnt work yet

File:
1 edited

Legend:

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  • branches/mountain_lake/src/world_entities/environments/mapped_water.h

    r8918 r8919  
    9696  void fadeRefraction(float refraction, float time) { this->newRefraction = refraction; this->refractionFadeTime = time; this->bFadeRefraction = true; }
    9797  void fadeWaterHeight(float y, float time) { this->newWaterHeight = y; this->waterHeightFadeTime = time; this->bFadeWaterHeight = true; }
     98  void fadeWaterColor(float r, float g, float b, float time) { this->newWaterColor = Vector(r, g, b); this->waterColorFadeTime = time; this->bFadeWaterColor = true; }
    9899
    99100private:
     
    140141  Shader::Uniform*          refr_uni;               //!< uniform that is used for the strength of the refraction
    141142
    142   // fading
     143  // fading TODO fix this so it isnt so hacky anymore
    143144  tAnimation<MappedWater>*  waterUVFader;
    144145  float                     newWaterUV;
     
    169170  float                     waterHeightFadeTime;
    170171  bool                      bFadeWaterHeight;
     172  tAnimation<MappedWater>*  waterColorRFader;
     173  tAnimation<MappedWater>*  waterColorGFader;
     174  tAnimation<MappedWater>*  waterColorBFader;
     175  Vector                    newWaterColor;
     176  float                     waterColorFadeTime;
     177  bool                      bFadeWaterColor;
    171178
    172179  int tempcounter;
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