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Undo silly Visual Studio autocorrect stuff
My rage is untethered and knows no bounds
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6b6baf3fd7
commit
83aeec4935
1 changed files with 177 additions and 184 deletions
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@ -91,16 +91,13 @@ void Clouds::updateMesh()
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if (!m_mesh_valid) {
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// mesh was never created or invalidated
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}
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else if (m_mesh_origin.getDistanceFrom(m_origin) >= max_d) {
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} else if (m_mesh_origin.getDistanceFrom(m_origin) >= max_d) {
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// clouds moved
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}
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else if (center_of_drawing_in_noise_i != m_last_noise_center) {
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} else if (center_of_drawing_in_noise_i != m_last_noise_center) {
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// noise offset changed
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// I think in practice this never happens due to the camera offset
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// being smaller than the cloud size.(?)
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}
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else {
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} else {
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return;
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}
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@ -232,8 +229,7 @@ void Clouds::updateMesh()
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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} else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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@ -280,8 +276,7 @@ void Clouds::updateMesh()
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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} else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_1;
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vertex.Normal.set(0, 0, -1);
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@ -304,8 +299,7 @@ void Clouds::updateMesh()
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}
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v[2].Color = c_bottom;
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v[3].Color = c_bottom;
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}
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else {
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} else {
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for (video::S3DVertex& vertex : v) {
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vertex.Color = c_side_2;
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vertex.Normal.set(-1, 0, 0);
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@ -344,8 +338,7 @@ void Clouds::updateMesh()
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if (mb->getIndexCount() > index_count) {
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indices.resize(index_count);
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mb->setDirty(scene::EBT_INDEX);
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}
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else if (mb->getIndexCount() < index_count) {
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} else if (mb->getIndexCount() < index_count) {
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const u32 start = mb->getIndexCount() / 6;
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assert(start * 6 == mb->getIndexCount());
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for (u32 k = start; k < quad_count; k++) {
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