- Disabled use of normals (weren't really in use anyway)

- Added updating of the last shortcut in TScreenBuffer
This commit is contained in:
Andreas Schneider 2009-08-06 15:04:09 +02:00
parent 28969d94f7
commit 2b040fc5e3
2 changed files with 20 additions and 8 deletions

View File

@ -1269,7 +1269,9 @@ begin
if (FShortCuts[0] = nil) or (CompareWorldItems(AItem, FShortCuts[0]) < 0) then
begin
//TODO : update last element if necessary
if FShortCuts[0] = nil then
FShortCuts[-1] := Result; //Update last item
Result^.Next := FShortCuts[0];
FShortCuts[0] := Result;
end else
@ -1289,7 +1291,9 @@ begin
begin
current := current^.Next;
end;
//TODO : update last element if necessary
if FShortCuts[-1] = current^.Next then
FShortCuts[-1] := Result; //Update last item
Result^.Next := current^.Next;
current^.Next := Result;

View File

@ -1721,8 +1721,9 @@ begin
if ABlockInfo^.HighRes <> nil then
begin
New(ABlockInfo^.Normals);
FLandscape.GetNormals(item.X, item.Y, ABlockInfo^.Normals^);
{if ABlockInfo^.Normals = nil then
New(ABlockInfo^.Normals);
FLandscape.GetNormals(item.X, item.Y, ABlockInfo^.Normals^);} //Unused so far
ABlockInfo^.DrawQuad[0][0] := drawX;
ABlockInfo^.DrawQuad[0][1] := drawY - z * 4;
ABlockInfo^.DrawQuad[1][0] := drawX + 22;
@ -1837,16 +1838,23 @@ begin
if blockInfo^.HighRes <> nil then
begin
glBindTexture(GL_TEXTURE_2D, blockInfo^.HighRes.Texture);
if not highlight then
glEnable(GL_LIGHTING);
glBegin(GL_QUADS);
glNormal3fv(@blockInfo^.Normals^[0]);
//glNormal3fv(@blockInfo^.Normals^[0]);
glTexCoord2f(0, 0); glVertex2fv(@blockInfo^.DrawQuad[0]);
glNormal3fv(@blockInfo^.Normals^[3]);
//glNormal3fv(@blockInfo^.Normals^[3]);
glTexCoord2f(0, 1); glVertex2fv(@blockInfo^.DrawQuad[3]);
glNormal3fv(@blockInfo^.Normals^[2]);
//glNormal3fv(@blockInfo^.Normals^[2]);
glTexCoord2f(1, 1); glVertex2fv(@blockInfo^.DrawQuad[2]);
glNormal3fv(@blockInfo^.Normals^[1]);
//glNormal3fv(@blockInfo^.Normals^[1]);
glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]);
glEnd;
if not highlight then
glDisable(GL_LIGHTING);
end else
begin
glBindTexture(GL_TEXTURE_2D, blockInfo^.LowRes.Texture);