248 |
248 |
249 shift:= - lw / cWaveWidth; |
249 shift:= - lw / cWaveWidth; |
250 TextureBuffer[0].X:= shift + (( - WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1); |
250 TextureBuffer[0].X:= shift + (( - WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1); |
251 TextureBuffer[0].Y:= 0; |
251 TextureBuffer[0].Y:= 0; |
252 TextureBuffer[1].X:= TextureBuffer[0].X + waves; |
252 TextureBuffer[1].X:= TextureBuffer[0].X + waves; |
253 TextureBuffer[1].Y:= 0; |
253 TextureBuffer[1].Y:= TextureBuffer[0].Y; |
254 TextureBuffer[2].X:= TextureBuffer[0].X + waves; |
254 TextureBuffer[2].X:= TextureBuffer[1].X; |
255 TextureBuffer[2].Y:= 1; |
255 TextureBuffer[2].Y:= 1; |
256 TextureBuffer[3].X:= TextureBuffer[0].X; |
256 TextureBuffer[3].X:= TextureBuffer[0].X; |
257 TextureBuffer[3].Y:= 1; |
257 TextureBuffer[3].Y:= TextureBuffer[2].Y; |
258 |
258 |
259 glEnableClientState(GL_VERTEX_ARRAY); |
259 glEnableClientState(GL_VERTEX_ARRAY); |
260 glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
260 glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
261 |
261 |
262 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
262 glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |