All pastes #458108 Raw Edit

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public text v1 · immutable
#458108 ·published 2007-04-25 18:35 UTC
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2059                                         for (int y2=0;y2<=scaled_square_size;y2++)
2060                                         {
2061                                                 my1 = my + y2;
2062 
2063                                                 for (int x2=0;x2<=scaled_square_size;x2++)
2064                                                 {
2065                                                         mx1 = mx + x2;
2066 
2067                                                         float q = qualities_interp[y2][x2];
2068                                                         calc_heights[y2][x2] = GetTerrainHeight(mx1, my1, base_quality, q);
2069 
2070                                                         is_seen = NumUnitsSeeingSquare[my1 << mipmap_level][mx1 << mipmap_level] > 0 ? 1 : 0;
2071                                                         is_lighted = pWorld->NumLightsOnSquare[my1 << mipmap_level][mx1 << mipmap_level] > 0 ? 1 : 0;
2072 
2073                                                         calc_colours[y2][x2].r = terrainMaterialAmbientDiffuse[is_lighted][is_seen][0];
2074                                                         calc_colours[y2][x2].g = terrainMaterialAmbientDiffuse[is_lighted][is_seen][1];
2075                                                         calc_colours[y2][x2].b = terrainMaterialAmbientDiffuse[is_lighted][is_seen][2];
2076                                                         calc_colours[y2][x2].a = terrainMaterialAmbientDiffuse[is_lighted][is_seen][3];
2077 
2078                                                         SphereNormal temp;
2079                                                         GetTerrainNormal(mx1, my1, base_quality, q, temp);
2080 
2081                                                         float S = sin(temp.phi);
2082                                                         calc_normals[y2][x2].x = S * cos(temp.theta);
2083                                                         calc_normals[y2][x2].y = S * sin(temp.theta);
2084                                                         calc_normals[y2][x2].z = cos(temp.phi);
2085 
2086                                                         GetTerrainTexCoord(mx1, my1, base_quality, q, calc_texcoords[y2][x2]);
2087                                                 }
2088                                         }