- Changed terrain rendering from GL_TRIANGLES to GL_QUADS to fix coastlines and other overlapping (thanks Turley)
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7fdfd1ee23
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@ -532,9 +532,7 @@ object frmMain: TfrmMain
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Height = 25
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Height = 25
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Top = 0
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Top = 0
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Width = 152
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Width = 152
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AutoComplete = False
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ItemHeight = 0
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ItemHeight = 0
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ItemWidth = 0
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OnChange = cbRandomPresetChange
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OnChange = cbRandomPresetChange
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Style = csDropDownList
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Style = csDropDownList
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TabOrder = 0
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TabOrder = 0
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@ -1694,19 +1694,15 @@ begin
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if blockInfo^.HighRes <> nil then
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if blockInfo^.HighRes <> nil then
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begin
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begin
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glBindTexture(GL_TEXTURE_2D, blockInfo^.HighRes.Texture);
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glBindTexture(GL_TEXTURE_2D, blockInfo^.HighRes.Texture);
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glBegin(GL_TRIANGLES);
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glBegin(GL_QUADS);
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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^[0]);
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glNormal3fv(@blockInfo^.Normals^[0]);
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glTexCoord2f(0, 0); glVertex2fv(@blockInfo^.DrawQuad[0]);
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glTexCoord2f(0, 0); glVertex2fv(@blockInfo^.DrawQuad[0]);
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glNormal3fv(@blockInfo^.Normals^[1]);
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glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]);
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glNormal3fv(@blockInfo^.Normals^[1]);
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glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]);
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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^[3]);
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glNormal3fv(@blockInfo^.Normals^[3]);
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glTexCoord2f(0, 1); glVertex2fv(@blockInfo^.DrawQuad[3]);
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glTexCoord2f(0, 1); glVertex2fv(@blockInfo^.DrawQuad[3]);
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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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glTexCoord2f(1, 0); glVertex2fv(@blockInfo^.DrawQuad[1]);
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glEnd;
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glEnd;
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end else
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end else
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begin
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begin
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