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https://github.com/glest/glest-source.git
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- some decent render improvement for surface terrain rendering (combined willvar's layer idea with visible quad, but no using vbo's at this point only vertex arrays)
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@@ -90,6 +90,8 @@ public:
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virtual void setForceCompressionDisabled(bool value) { forceCompressionDisabled = value;}
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virtual bool getForceCompressionDisabled() const {return forceCompressionDisabled;}
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virtual uint32 getCRC() = 0;
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};
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// =====================================================
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@@ -112,6 +114,7 @@ public:
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virtual int getTextureWidth() const {return pixmap.getW();}
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virtual int getTextureHeight() const {return -1;}
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virtual uint32 getCRC() { return pixmap.getCRC()->getSum(); }
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};
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// =====================================================
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@@ -133,6 +136,8 @@ public:
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virtual int getTextureWidth() const {return pixmap.getW();}
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virtual int getTextureHeight() const {return pixmap.getH();}
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virtual uint32 getCRC() { return pixmap.getCRC()->getSum(); }
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};
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// =====================================================
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@@ -154,6 +159,8 @@ public:
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virtual int getTextureWidth() const {return pixmap.getW();}
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virtual int getTextureHeight() const {return pixmap.getH();}
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virtual uint32 getCRC() { return pixmap.getCRC()->getSum(); }
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};
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// =====================================================
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@@ -175,6 +182,8 @@ public:
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virtual int getTextureWidth() const {return -1;}
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virtual int getTextureHeight() const {return -1;}
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virtual uint32 getCRC() { return pixmap.getCRC()->getSum(); }
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};
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}}//end namespace
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