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-rw-r--r--src/vehicles/Boat.cpp20
-rw-r--r--src/vehicles/Boat.h3
2 files changed, 22 insertions, 1 deletions
diff --git a/src/vehicles/Boat.cpp b/src/vehicles/Boat.cpp
index 8b5de929..bf42f2a8 100644
--- a/src/vehicles/Boat.cpp
+++ b/src/vehicles/Boat.cpp
@@ -1,5 +1,6 @@
#include "common.h"
+#include "main.h"
#include "General.h"
#include "Timecycle.h"
#include "Weather.h"
@@ -1100,6 +1101,15 @@ CBoat::Render()
m_nSetPieceExtendedRangeTime = CTimer::GetTimeInMilliseconds() + 3000;
if (!CVehicle::bWheelsOnlyCheat)
CEntity::Render();
+#ifdef NEW_RENDERER
+ if(!gbNewRenderer)
+#endif
+ RenderWaterOutPolys(); // not separate function in VC
+}
+
+void
+CBoat::RenderWaterOutPolys(void)
+{
if(GetModelIndex() == MI_SKIMMER)
return;
KeepWaterOutIndices[0] = 0;
@@ -1178,11 +1188,16 @@ CBoat::Render()
KeepWaterOutVertices[2].v = 1.0f;
KeepWaterOutVertices[3].u = 1.0f;
KeepWaterOutVertices[3].v = 1.0f;
+#ifdef NEW_RENDERER
+ if(!gbNewRenderer)
+#endif
+{
RwRenderStateSet(rwRENDERSTATETEXTURERASTER, gpWaterRaster);
RwRenderStateSet(rwRENDERSTATEVERTEXALPHAENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)FALSE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDZERO);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDONE);
+}
if (!CVehicle::bWheelsOnlyCheat && RwIm3DTransform(KeepWaterOutVertices, 4, GetMatrix().m_attachment, rwIM3D_VERTEXUV)) {
RwIm3DRenderIndexedPrimitive(rwPRIMTYPETRILIST, KeepWaterOutIndices, 6);
RwIm3DEnd();
@@ -1209,10 +1224,15 @@ CBoat::Render()
RwIm3DEnd();
}
}
+#ifdef NEW_RENDERER
+ if(!gbNewRenderer)
+#endif
+{
RwRenderStateSet(rwRENDERSTATEFOGENABLE, (void*)TRUE);
RwRenderStateSet(rwRENDERSTATESRCBLEND, (void*)rwBLENDSRCALPHA);
RwRenderStateSet(rwRENDERSTATEDESTBLEND, (void*)rwBLENDINVSRCALPHA);
}
+}
void
CBoat::Teleport(CVector v)
diff --git a/src/vehicles/Boat.h b/src/vehicles/Boat.h
index 5f8cc8a8..5d866c48 100644
--- a/src/vehicles/Boat.h
+++ b/src/vehicles/Boat.h
@@ -62,7 +62,8 @@ public:
virtual void GetComponentWorldPosition(int32 component, CVector &pos);
virtual bool IsComponentPresent(int32 component) { return true; }
virtual void BlowUpCar(CEntity *ent);
-
+
+ void RenderWaterOutPolys(void);
void ApplyWaterResistance(void);
void SetupModelNodes();
void PruneWakeTrail(void);