diff --git a/code/nel/include/nel/3d/water_env_map.h b/code/nel/include/nel/3d/water_env_map.h index 384f55b56..50fca18ec 100644 --- a/code/nel/include/nel/3d/water_env_map.h +++ b/code/nel/include/nel/3d/water_env_map.h @@ -61,7 +61,7 @@ public: // Get envmap 2D texture (after projection of cube map) ITexture *getEnvMap2D() const { return _Env2D; } // tmp for debug : render test mesh with current model / view matrixs - void renderTestMesh(IDriver &driver); + // void renderTestMesh(IDriver &driver); // set constant alpha of envmap void setAlpha(uint8 alpha) { _Alpha = alpha; } uint8 getAlpha() const { return _Alpha; } diff --git a/code/nel/include/nel/3d/water_shape.h b/code/nel/include/nel/3d/water_shape.h index 94bdabea1..dc7f20426 100644 --- a/code/nel/include/nel/3d/water_shape.h +++ b/code/nel/include/nel/3d/water_shape.h @@ -270,14 +270,14 @@ private: static bool _GridSizeTouched; // - static NLMISC::CSmartPtr _VertexProgramBump1; + /*static NLMISC::CSmartPtr _VertexProgramBump1; static NLMISC::CSmartPtr _VertexProgramBump2; // static NLMISC::CSmartPtr _VertexProgramBump1Diffuse; static NLMISC::CSmartPtr _VertexProgramBump2Diffuse; // static NLMISC::CSmartPtr _VertexProgramNoBump; - static NLMISC::CSmartPtr _VertexProgramNoBumpDiffuse; + static NLMISC::CSmartPtr _VertexProgramNoBumpDiffuse;*/ // static NLMISC::CSmartPtr _VertexProgramNoWave; static NLMISC::CSmartPtr _VertexProgramNoWaveDiffuse; diff --git a/code/nel/src/3d/water_env_map.cpp b/code/nel/src/3d/water_env_map.cpp index 4fc5819af..a1b954764 100644 --- a/code/nel/src/3d/water_env_map.cpp +++ b/code/nel/src/3d/water_env_map.cpp @@ -226,7 +226,7 @@ void CWaterEnvMap::doInit() _MaterialPassThru.setZFunc(CMaterial::always); } } - +/* static const char *testMeshVPstr = "!!VP1.0\n\ DP4 o[HPOS].x, c[0], v[0]; \n\ @@ -257,7 +257,6 @@ public: source->ParamIndices["programConstant0"] = 4; addSource(source); } - // TODO_VP_GLSL } virtual ~CVertexProgramTestMeshVP() { @@ -309,7 +308,7 @@ void CWaterEnvMap::renderTestMesh(IDriver &driver) driver.renderTriangles(_MaterialPassThruZTest, 0, TEST_VB_NUM_TRIS); driver.activeVertexProgram(NULL); } - +*/ // ******************************************************************************* void CWaterEnvMap::initFlattenVB() { diff --git a/code/nel/src/3d/water_shape.cpp b/code/nel/src/3d/water_shape.cpp index 33f9bdfa4..5c675b12b 100644 --- a/code/nel/src/3d/water_shape.cpp +++ b/code/nel/src/3d/water_shape.cpp @@ -250,19 +250,19 @@ uint32 CWaterShape::_XGridBorder = 4; uint32 CWaterShape::_YGridBorder = 4; uint32 CWaterShape::_MaxGridSize; bool CWaterShape::_GridSizeTouched = true; -NLMISC::CSmartPtr CWaterShape::_VertexProgramBump1; +/*NLMISC::CSmartPtr CWaterShape::_VertexProgramBump1; NLMISC::CSmartPtr CWaterShape::_VertexProgramBump2; NLMISC::CSmartPtr CWaterShape::_VertexProgramBump1Diffuse; NLMISC::CSmartPtr CWaterShape::_VertexProgramBump2Diffuse; NLMISC::CSmartPtr CWaterShape::_VertexProgramNoBump; -NLMISC::CSmartPtr CWaterShape::_VertexProgramNoBumpDiffuse; +NLMISC::CSmartPtr CWaterShape::_VertexProgramNoBumpDiffuse;*/ // water with no waves NLMISC::CSmartPtr CWaterShape::_VertexProgramNoWave; NLMISC::CSmartPtr CWaterShape::_VertexProgramNoWaveDiffuse; /** Build a vertex program for water depending on requirements - */ + *//* static CVertexProgram *BuildWaterVP(bool diffuseMap, bool bumpMap, bool use2BumpMap) { std::string vp = WaterVPStartCode; @@ -285,9 +285,8 @@ static CVertexProgram *BuildWaterVP(bool diffuseMap, bool bumpMap, bool use2Bump vp += "\nEND"; return new CVertexProgram(vp.c_str()); - // TODO_VP_GLSL } - +*/ //============================================ @@ -384,17 +383,17 @@ void CWaterShape::initVertexProgram() if (!created) { // waves - _VertexProgramBump1 = BuildWaterVP(false, true, false); + /*_VertexProgramBump1 = BuildWaterVP(false, true, false); _VertexProgramBump2 = BuildWaterVP(false, true, true); _VertexProgramBump1Diffuse = BuildWaterVP(true, true, false); _VertexProgramBump2Diffuse = BuildWaterVP(true, true, true); _VertexProgramNoBump = BuildWaterVP(false, false, false); - _VertexProgramNoBumpDiffuse = BuildWaterVP(true, false, false); + _VertexProgramNoBumpDiffuse = BuildWaterVP(true, false, false);*/ // no waves _VertexProgramNoWave = new CVertexProgramWaterVPNoWave(false); - _VertexProgramNoWaveDiffuse = new CVertexProgramWaterVPNoWave(true); // TODO_VP_GLSL + _VertexProgramNoWaveDiffuse = new CVertexProgramWaterVPNoWave(true); created = true; } }