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Original file line number Diff line number Diff line change
Expand Up @@ -47,6 +47,7 @@
#include "W3DDevice/GameClient/W3DWaterTracks.h"
#include "GameClient/InGameUI.h"
#include "GameLogic/TerrainLogic.h"
#include "Common/GameEngine.h"
#include "Common/GlobalData.h"
#include "Common/UnicodeString.h"
#include "Common/file.h"
Expand All @@ -59,8 +60,6 @@
#include "assetmgr.h"
#include "WW3D2/dx8wrapper.h"

//#define ALLOW_WATER_TRACK_EDIT

//number of vertex pages allocated - allows double buffering of vertex updates.
//while one is being rendered, another is being updated. Improves HW parallelism.
#define WATER_VB_PAGES 1000
Expand Down Expand Up @@ -278,18 +277,6 @@ void WaterTracksObj::init( Real width, const Vector2 &start, const Vector2 &end,
//=============================================================================
Int WaterTracksObj::update(Int msElapsed)
{
#ifdef ALLOW_WATER_TRACK_EDIT
// if (pauseWaves)
// m_elapsedMs = m_timeToReachBeach+m_timeToStop;
// else
#endif

//nothing to do here...most of the work is done on render.
m_elapsedMs += msElapsed; //advance time for this update

///@todo: Should check in here if we are done with this object are return FALSE to free it.
// return FALSE;

return TRUE; //assume we had an update
}

Expand All @@ -305,6 +292,9 @@ Int WaterTracksObj::update(Int msElapsed)

Int WaterTracksObj::render(DX8VertexBufferClass *vertexBuffer, Int batchStart)
{
// TheSuperHackers @tweak The wave movement time step is now decoupled from the render update.
m_elapsedMs += TheGameEngine->getLogicTimeStepMilliseconds();

VertexFormatXYZDUV1 *vb;
Vector2 waveTailOrigin,waveFrontOrigin;
Real ooWaveDirLen=1.0f/m_waveDir.Length(); //one over length
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -50,6 +50,7 @@
#include "GameClient/InGameUI.h"
#include "GameClient/Water.h"
#include "GameLogic/TerrainLogic.h"
#include "Common/GameEngine.h"
#include "Common/GlobalData.h"
#include "Common/UnicodeString.h"
#include "Common/file.h"
Expand All @@ -62,8 +63,6 @@
#include "assetmgr.h"
#include "WW3D2/dx8wrapper.h"

//#define ALLOW_WATER_TRACK_EDIT

//number of vertex pages allocated - allows double buffering of vertex updates.
//while one is being rendered, another is being updated. Improves HW parallelism.
#define WATER_VB_PAGES 1000
Expand Down Expand Up @@ -281,18 +280,6 @@ void WaterTracksObj::init( Real width, const Vector2 &start, const Vector2 &end,
//=============================================================================
Int WaterTracksObj::update(Int msElapsed)
{
#ifdef ALLOW_WATER_TRACK_EDIT
// if (pauseWaves)
// m_elapsedMs = m_timeToReachBeach+m_timeToStop;
// else
#endif

//nothing to do here...most of the work is done on render.
m_elapsedMs += msElapsed; //advance time for this update

///@todo: Should check in here if we are done with this object are return FALSE to free it.
// return FALSE;

return TRUE; //assume we had an update
}

Expand All @@ -308,6 +295,9 @@ Int WaterTracksObj::update(Int msElapsed)

Int WaterTracksObj::render(DX8VertexBufferClass *vertexBuffer, Int batchStart)
{
// TheSuperHackers @tweak The wave movement time step is now decoupled from the render update.
m_elapsedMs += TheGameEngine->getLogicTimeStepMilliseconds();

VertexFormatXYZDUV1 *vb;
Vector2 waveTailOrigin,waveFrontOrigin;
Real ooWaveDirLen=1.0f/m_waveDir.Length(); //one over length
Expand Down
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