- Timestamp:
- Jun 15, 2006, 6:30:28 PM (18 years ago)
- File:
-
- 1 edited
Legend:
- Unmodified
- Added
- Removed
-
branches/water/src/world_entities/environments/mapped_water.cc
r8488 r8489 41 41 /// loads the textures 42 42 // set up refleciton texture 43 //Texture texture(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type);44 //mat.setDiffuseMap( texture, 0);43 //Texture reflTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); 44 //mat.setDiffuseMap(reflTex, 0); 45 45 mat.setDiffuseMap("pictures/refl.bmp", GL_TEXTURE_2D, 0); 46 46 // load refraction texture 47 //Texture refrTex(GL_TEXTURE_2D, this->textureSize, this->textureSize, channels, type); 48 //mat.setDiffuseMap(refrTex, 1); 47 49 mat.setDiffuseMap("pictures/refr.bmp", GL_TEXTURE_2D, 1); 48 50 // load normal map … … 245 247 { 246 248 // makes the water flow 249 // TODO change it so that the waterflow doesnt depend on the frame rate 247 250 this->move += this->g_WaterFlow; 248 251 this->move2 = this->move * this->kNormalMapScale;
Note: See TracChangeset
for help on using the changeset viewer.