- Changed terrain rendering from GL_TRIANGLES to GL_QUADS to fix coastlines and other overlapping (thanks Turley)
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				| @ -532,9 +532,7 @@ object frmMain: TfrmMain | ||||
|             Height = 25 | ||||
|             Top = 0 | ||||
|             Width = 152 | ||||
|             AutoComplete = False | ||||
|             ItemHeight = 0 | ||||
|             ItemWidth = 0 | ||||
|             OnChange = cbRandomPresetChange | ||||
|             Style = csDropDownList | ||||
|             TabOrder = 0 | ||||
|  | ||||
| @ -1694,19 +1694,15 @@ begin | ||||
|       if blockInfo^.HighRes <> nil then | ||||
|       begin | ||||
|         glBindTexture(GL_TEXTURE_2D, blockInfo^.HighRes.Texture); | ||||
|         glBegin(GL_TRIANGLES); | ||||
|           glNormal3fv(@blockInfo^.Normals^[3]); | ||||
|           glTexCoord2f(0, 1); glVertex2fv(@blockInfo^.DrawQuad[3]); | ||||
|         glBegin(GL_QUADS); | ||||
|           glNormal3fv(@blockInfo^.Normals^[0]); | ||||
|           glTexCoord2f(0, 0); glVertex2fv(@blockInfo^.DrawQuad[0]); | ||||
|           glNormal3fv(@blockInfo^.Normals^[1]); | ||||
|           glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]); | ||||
|           glNormal3fv(@blockInfo^.Normals^[1]); | ||||
|           glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]); | ||||
|           glNormal3fv(@blockInfo^.Normals^[2]); | ||||
|           glTexCoord2f(1, 1); glVertex2fv(@blockInfo^.DrawQuad[2]); | ||||
|           glNormal3fv(@blockInfo^.Normals^[3]); | ||||
|           glTexCoord2f(0, 1); glVertex2fv(@blockInfo^.DrawQuad[3]); | ||||
|           glNormal3fv(@blockInfo^.Normals^[2]); | ||||
|           glTexCoord2f(1, 1); glVertex2fv(@blockInfo^.DrawQuad[2]); | ||||
|           glNormal3fv(@blockInfo^.Normals^[1]); | ||||
|           glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]); | ||||
|         glEnd; | ||||
|       end else | ||||
|       begin | ||||
|  | ||||
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