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///update vertex diffuse color for dynamic lights inside given rectangle
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Int updateVBForLight(DX8VertexBufferClass *pVB, char *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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Int updateVBForLightOptimized(DX8VertexBufferClass *pVB, char *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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Int updateVBForLight(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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Int updateVBForLightOptimized(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights);
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///update vertex buffer vertices inside given rectangle
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Int updateVB(DX8VertexBufferClass *pVB, char *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator);
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Int updateVB(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator);
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///upate vertex buffers associated with the given rectangle
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voidinitDestAlphaLUT(void); ///<initialize water depth LUT stored in m_destAlphaTexture
Int HeightMapRenderObjClass::updateVB(DX8VertexBufferClass *pVB, char *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator)
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Int HeightMapRenderObjClass::updateVB(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, WorldHeightMap *pMap, RefRenderObjListIterator *pLightsIterator)
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{
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Int i,j;
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Vector3 lightRay[MAX_GLOBAL_LIGHTS];
@@ -312,7 +322,7 @@ Int HeightMapRenderObjClass::updateVB(DX8VertexBufferClass *pVB, char *data, Int
// Note that we are building the vertex buffer data in the memory buffer, data.
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// At the bottom, we will copy the final vertex data for one cell into the
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// hardware vertex buffer.
@@ -537,7 +547,7 @@ Int HeightMapRenderObjClass::updateVB(DX8VertexBufferClass *pVB, char *data, Int
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/** Update the dynamic lighting values only in a rectangular block of the given Vertex Buffer.
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The vertex locations and texture coords are unchanged.
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*/
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Int HeightMapRenderObjClass::updateVBForLight(DX8VertexBufferClass *pVB, char *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights)
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Int HeightMapRenderObjClass::updateVBForLight(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights)
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{
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#if (OPTIMIZED_HEIGHTMAP_LIGHTING) // (gth) if optimizations are enabled, jump over to the "optimized" version of this function.
@@ -613,7 +623,7 @@ Int HeightMapRenderObjClass::updateVBForLight(DX8VertexBufferClass *pVB, char *d
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// The important point is that we can read out of our copy to get the original
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// diffuse color, and xyz location. It is VERY SLOW to read out of the
@@ -682,7 +692,7 @@ Int HeightMapRenderObjClass::updateVBForLight(DX8VertexBufferClass *pVB, char *d
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}
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Int HeightMapRenderObjClass::updateVBForLightOptimized(DX8VertexBufferClass *pVB, char *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights)
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Int HeightMapRenderObjClass::updateVBForLightOptimized(DX8VertexBufferClass *pVB, VERTEX_FORMAT *data, Int x0, Int y0, Int x1, Int y1, Int originX, Int originY, W3DDynamicLight *pLights[], Int numLights)
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{
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Int i,j,k;
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Int vn0,un0,vp1,up1;
@@ -768,8 +778,8 @@ Int HeightMapRenderObjClass::updateVBForLightOptimized(DX8VertexBufferClass *pVB
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// The important point is that we can read out of our copy to get the original
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// diffuse color, and xyz location. It is VERY SLOW to read out of the
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