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Original file line number Diff line number Diff line change
Expand Up @@ -120,19 +120,24 @@ void W3DShroud::init(WorldHeightMap *pMap, Real worldCellSizeX, Real worldCellSi
//Precompute a bounding box for entire shroud layer
if (pMap)
{
m_numCellsX = REAL_TO_INT_CEIL((Real)(pMap->getXExtent() - 1 - pMap->getBorderSize()*2)*MAP_XY_FACTOR/m_cellWidth);
m_numCellsY = REAL_TO_INT_CEIL((Real)(pMap->getYExtent() - 1 - pMap->getBorderSize()*2)*MAP_XY_FACTOR/m_cellHeight);
m_numCellsX = REAL_TO_INT_CEIL((Real)(pMap->getXExtent() - 1 - pMap->getBorderSizeInline()*2)*MAP_XY_FACTOR/m_cellWidth);
m_numCellsY = REAL_TO_INT_CEIL((Real)(pMap->getYExtent() - 1 - pMap->getBorderSizeInline()*2)*MAP_XY_FACTOR/m_cellHeight);

//Maximum visible cells will depend on maximum drawable terrain size plus 1 for partial cells (since
//shroud cells are larger than terrain cells).
dstTextureWidth=m_numMaxVisibleCellsX=REAL_TO_INT_FLOOR((Real)(pMap->getDrawWidth()-1)*MAP_XY_FACTOR/m_cellWidth)+1;
dstTextureHeight=m_numMaxVisibleCellsY=REAL_TO_INT_FLOOR((Real)(pMap->getDrawHeight()-1)*MAP_XY_FACTOR/m_cellHeight)+1;

dstTextureWidth = m_numCellsX;
dstTextureHeight = m_numCellsY;

dstTextureWidth += 2; //enlarge by 2 pixels so we can have a border color all the way around.
unsigned int depth = 1;
dstTextureHeight += 2; //enlarge by 2 pixels so we can have border color all the way around.
TextureLoader::Validate_Texture_Size((unsigned int &)dstTextureWidth,(unsigned int &)dstTextureHeight, depth);
}


UnsignedInt srcWidth,srcHeight;

srcWidth=m_numCellsX;
Expand Down Expand Up @@ -225,7 +230,7 @@ void W3DShroud::ReleaseResources()
Bool W3DShroud::ReAcquireResources()
{
if (!m_dstTextureWidth)
return TRUE; //nothing to reaquire since shroud was never initialized with valid data
return TRUE; //nothing to reacquire since shroud was never initialized with valid data

DEBUG_ASSERTCRASH( m_pDstTexture == nullptr, ("ReAcquire of existing shroud texture"));

Expand Down Expand Up @@ -613,15 +618,24 @@ void W3DShroud::render(CameraClass *cam)


WorldHeightMap *hm=TheTerrainRenderObject->getMap();
Int visStartX=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgX()-hm->getBorderSize())*MAP_XY_FACTOR/m_cellWidth); //start of rendered heightmap rectangle
Int visStartX=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgX()-hm->getBorderSizeInline())*MAP_XY_FACTOR/m_cellWidth); //start of rendered heightmap rectangle
if (visStartX < 0)
visStartX = 0; //no shroud is applied in border area so it always starts at > 0
Int visStartY=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgY()-hm->getBorderSize())*MAP_XY_FACTOR/m_cellHeight);
Int visStartY=REAL_TO_INT_FLOOR((Real)(hm->getDrawOrgY()-hm->getBorderSizeInline())*MAP_XY_FACTOR/m_cellHeight);
if (visStartY < 0)
visStartY = 0; //no shroud is applied in border area so it always starts at > 0

// Do it all [3/11/2003]
visStartX = 0;
visStartY = 0;

Int visEndX=visStartX+REAL_TO_INT_FLOOR((Real)(hm->getDrawWidth()-1)*MAP_XY_FACTOR/m_cellWidth)+1; //size of rendered heightmap rectangle
Int visEndY=visStartY+REAL_TO_INT_FLOOR((Real)(hm->getDrawHeight()-1)*MAP_XY_FACTOR/m_cellHeight)+1;

// Do it all [3/11/2003]
visEndX = m_numCellsX;
visEndY = m_numCellsY;

if (visEndX > m_numCellsX)
{
visStartX -= visEndX - m_numCellsX; //shift visible rectangle to fall within terrain bounds
Expand Down
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