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terrain file I/O and opengl rendering cleanup

Azaezel 7 年之前
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2e2e08f32d
共有 2 个文件被更改,包括 3 次插入6 次删除
  1. 0 3
      Engine/source/terrain/glsl/terrFeatureGLSL.cpp
  2. 3 3
      Engine/source/terrain/terrFile.cpp

+ 0 - 3
Engine/source/terrain/glsl/terrFeatureGLSL.cpp

@@ -569,9 +569,6 @@ void TerrainDetailMapFeatGLSL::processPix(   Vector<ShaderComponent*> &component
    // amount so that it fades out with the layer blending.
    if ( fd.features.hasFeature( MFT_TerrainParallaxMap, detailIndex ) )
    {
-      // Get the rest of our inputs.
-      Var *normalMap = _getNormalMapTex();
-
       // Call the library function to do the rest.
       if (fd.features.hasFeature(MFT_IsBC3nm, detailIndex))
       {

+ 3 - 3
Engine/source/terrain/terrFile.cpp

@@ -110,11 +110,11 @@ void TerrainFile::_buildGridMap()
    mGridMap.compact();
 
    // Assign memory from the pool to each grid level.
-   TerrainSquare *sq = mGridMapPool.address();
+   TerrainSquare *grid = mGridMapPool.address();
    for ( S32 i = mGridLevels; i >= 0; i-- )
    {
-      mGridMap[i] = sq;
-      sq += 1 << ( 2 * ( mGridLevels - i ) );
+      mGridMap[i] = grid;
+	  grid += 1 << ( 2 * ( mGridLevels - i ) );
    }
 
    for( S32 i = mGridLevels; i >= 0; i-- )