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This is an extremely small feature that I figured out while trying to find the
waterwarp bug. This creates r_waterripple that causes a wave effect when set to 1. Perhaps I will change it after release to adjust the size of the waves... -- Eric Windisch
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4 changed files with 16 additions and 1 deletions
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@ -101,6 +101,7 @@ cvar_t r_netgraph = {"r_netgraph","0"};
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cvar_t r_fog = {"r_fog", "0"};
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cvar_t r_volfog = {"r_volfog", "0"};
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cvar_t r_waterwarp = {"r_waterwarp", "1"};
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cvar_t r_waterripple = {"r_waterripple", "0"};
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cvar_t gl_finish = {"gl_finish","0"};
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cvar_t gl_clear = {"gl_clear","0"};
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@ -197,6 +197,7 @@ void R_Init (void)
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Cvar_RegisterVariable (&r_fog);
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Cvar_RegisterVariable (&r_waterwarp);
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Cvar_RegisterVariable (&r_volfog);
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Cvar_RegisterVariable (&r_waterripple);
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Cvar_RegisterVariable (&gl_clear);
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Cvar_RegisterVariable (&gl_texsort);
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@ -198,6 +198,7 @@ EmitWaterPolys ( msurface_t *fa ) {
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float *v;
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int i;
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float s, t, os, ot;
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vec3_t nv;
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for (p=fa->polys ; p ; p=p->next) {
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glBegin (GL_POLYGON);
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@ -212,7 +213,18 @@ EmitWaterPolys ( msurface_t *fa ) {
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t *= (1.0/64);
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glTexCoord2f (s, t);
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glVertex3fv (v);
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nv[0] = v[0]; //+ 8*sin(v[1]*0.05+realtime)*sin(v[2]*0.05+realtime);
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nv[1] = v[1]; //+ 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
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if(r_waterripple.value)
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{
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nv[2] = v[2] + 8*sin(v[0]*0.05+realtime)*sin(v[2]*0.05+realtime);
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} else {
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nv[2] = v[2];
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}
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glVertex3fv (nv);
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}
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glEnd ();
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}
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@ -217,6 +217,7 @@ extern cvar_t r_netgraph;
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extern cvar_t r_fog;
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extern cvar_t r_waterwarp;
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extern cvar_t r_volfog;
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extern cvar_t r_waterripple;
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extern cvar_t gl_clear;
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extern cvar_t gl_cull;
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