diff -r 8590424bdfb0 -r ed00aa2b339e hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Fri Jul 02 17:46:53 2010 +0200 +++ b/hedgewars/uWorld.pas Sat Jul 03 00:11:23 2010 +0200 @@ -553,21 +553,20 @@ zoom:= zoom + 0.002 * Lag; if ZoomValue < zoom then zoom:= ZoomValue + end end - end -else - ZoomValue:= zoom; + else + ZoomValue:= zoom; -// Sky -glClear(GL_COLOR_BUFFER_BIT); -//glPushMatrix; -//glScalef(1.0, 1.0, 1.0); + // Sky + glClear(GL_COLOR_BUFFER_BIT); + //glPushMatrix; + //glScalef(1.0, 1.0, 1.0); if not isPaused then MoveCamera; -{if not cReducedQuality then} - if (cReducedQuality and (rqNoBackground or rqKillFlakes or rq2DWater)) = 0 then + if (cReducedQuality and rqNoBackground) = 0 then begin // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine); @@ -580,9 +579,12 @@ // background DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); + end; - DrawVisualGears(0); - + DrawVisualGears(0); + + if (cReducedQuality and rq2DWater) = 0 then + begin // Waves DrawWater(255, SkyOffset); DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64); @@ -593,13 +595,13 @@ else DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0); -DrawLand(WorldDx, WorldDy); + DrawLand(WorldDx, WorldDy); -DrawWater(255, 0); + DrawWater(255, 0); // Attack bar -if CurrentTeam <> nil then - case AttackBar of + if CurrentTeam <> nil then + case AttackBar of (* 1: begin r:= StuffPoz[sPowerBar]; {$WARNINGS OFF} @@ -619,16 +621,16 @@ end end; -DrawVisualGears(1); + DrawVisualGears(1); -DrawGears; + DrawGears; -DrawVisualGears(2); + DrawVisualGears(2); -DrawWater(cWaterOpacity, 0); + DrawWater(cWaterOpacity, 0); -// Waves -DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12); + // Waves + DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12); if (cReducedQuality and rq2DWater) = 0 then begin @@ -639,8 +641,8 @@ DrawWater(cWaterOpacity, - offsetY div 10); DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0); end -else - DrawWaves(-1, 50, - (cWaveHeight shr 1), 0); + else + DrawWaves(-1, 50, - (cWaveHeight shr 1), 0); {$WARNINGS OFF}