- Disabled use of normals (weren't really in use anyway)
- Added updating of the last shortcut in TScreenBuffer
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28969d94f7
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2b040fc5e3
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@ -1269,7 +1269,9 @@ begin
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if (FShortCuts[0] = nil) or (CompareWorldItems(AItem, FShortCuts[0]) < 0) then
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begin
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//TODO : update last element if necessary
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if FShortCuts[0] = nil then
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FShortCuts[-1] := Result; //Update last item
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Result^.Next := FShortCuts[0];
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FShortCuts[0] := Result;
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end else
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@ -1289,7 +1291,9 @@ begin
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begin
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current := current^.Next;
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end;
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//TODO : update last element if necessary
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if FShortCuts[-1] = current^.Next then
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FShortCuts[-1] := Result; //Update last item
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Result^.Next := current^.Next;
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current^.Next := Result;
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@ -1721,8 +1721,9 @@ begin
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if ABlockInfo^.HighRes <> nil then
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begin
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{if ABlockInfo^.Normals = nil then
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New(ABlockInfo^.Normals);
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FLandscape.GetNormals(item.X, item.Y, ABlockInfo^.Normals^);
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FLandscape.GetNormals(item.X, item.Y, ABlockInfo^.Normals^);} //Unused so far
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ABlockInfo^.DrawQuad[0][0] := drawX;
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ABlockInfo^.DrawQuad[0][1] := drawY - z * 4;
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ABlockInfo^.DrawQuad[1][0] := drawX + 22;
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@ -1837,16 +1838,23 @@ begin
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if blockInfo^.HighRes <> nil then
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begin
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glBindTexture(GL_TEXTURE_2D, blockInfo^.HighRes.Texture);
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if not highlight then
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glEnable(GL_LIGHTING);
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glBegin(GL_QUADS);
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glNormal3fv(@blockInfo^.Normals^[0]);
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//glNormal3fv(@blockInfo^.Normals^[0]);
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glTexCoord2f(0, 0); glVertex2fv(@blockInfo^.DrawQuad[0]);
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glNormal3fv(@blockInfo^.Normals^[3]);
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//glNormal3fv(@blockInfo^.Normals^[3]);
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glTexCoord2f(0, 1); glVertex2fv(@blockInfo^.DrawQuad[3]);
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glNormal3fv(@blockInfo^.Normals^[2]);
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//glNormal3fv(@blockInfo^.Normals^[2]);
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glTexCoord2f(1, 1); glVertex2fv(@blockInfo^.DrawQuad[2]);
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glNormal3fv(@blockInfo^.Normals^[1]);
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//glNormal3fv(@blockInfo^.Normals^[1]);
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glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]);
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glEnd;
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if not highlight then
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glDisable(GL_LIGHTING);
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end else
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begin
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glBindTexture(GL_TEXTURE_2D, blockInfo^.LowRes.Texture);
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