diff Render.cpp @ 1438:bc99e1a48bea

m
author Ritor1
date Mon, 22 Jul 2013 18:00:34 +0600
parents 883fea17dd9a
children 468f434a8d8a
line wrap: on
line diff
--- a/Render.cpp	Sat Jul 06 09:07:04 2013 +0600
+++ b/Render.cpp	Mon Jul 22 18:00:34 2013 +0600
@@ -1672,24 +1672,8 @@
 
 void Render::RenderTerrainD3D() // New function
 {
-  char result; // al@3
-  int v6; // ecx@8
- struct stru148 *pTile; // ebx@8
- struct stru148 *v16;
-  unsigned int v18; // edi@22
-  int v35; // edi@63
-  int v37; // eax@73
-  int v39; // eax@80
-  char v40; // [sp-18h] [bp-70h]@2
-  int v41; // [sp-14h] [bp-6Ch]@2
-  int v42; // [sp-10h] [bp-68h]@2
-  int v43; // [sp-Ch] [bp-64h]@2
-  const char *v44; // [sp-8h] [bp-60h]@2
-  int v45; // [sp-4h] [bp-5Ch]@2
-  int v56;
-  int v57; // [sp+38h] [bp-20h]@36
-  int v64; // [sp+57h] [bp-1h]@2
-  int v62;
+  int pTextureID; // ecx@8
+  struct stru148 *pTile; // ebx@8
 
   //warning: the game uses CW culling by default, ccw is incosistent
   pRenderer->pRenderD3D->pDevice->SetRenderState(D3DRENDERSTATE_CULLMODE, D3DCULL_CCW);
@@ -1787,7 +1771,7 @@
 
       ++pOutdoorCamera->numStru148s;
       ++pOutdoorCamera->field_44;
-      assert(pOutdoorCamera->numStru148s < 20000);
+      assert(pOutdoorCamera->numStru148s < 20000);// numStru148s - это количество фейсов(numFaces)
 
       pTile->uBModelID = 0;
       pTile->uBModelFaceID = 0;
@@ -1805,22 +1789,22 @@
         if ( pTile->flags & 2 && pTile->uTileBitmapID == pRenderer->hd_water_tile_id)
         {
           //transparent = false;
-          v6 = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame];
+          pTextureID = pRenderer->pHDWaterBitmapIDs[pRenderer->hd_water_current_frame];
         }
         else
         {
-          v6 = pTile->uTileBitmapID;
+          pTextureID = pTile->uTileBitmapID;
           if ( !_strnicmp(pBitmaps_LOD->pTextures[pTile->uTileBitmapID].pName, "wtrdr", 5) )
             transparent = true;
         }
 
-      assert(v6 < 1000); // many random crashes here
+      assert(pTextureID < 1000); // many random crashes here
 
       // for all shore tiles - draw a tile water under them since they're half-empty
       if (!_strnicmp(pBitmaps_LOD->pTextures[pTile->uTileBitmapID].pName, "wtrdr", 5))  // all shore tile filenames are wtrdrXXX
         pTile->DrawBorderTiles();
 
-      pRenderer->DrawTerrainPolygon(pTile->uNumVertices, pTile, pBitmaps_LOD->pHardwareTextures[v6], transparent, true);
+      pRenderer->DrawTerrainPolygon(pTile->uNumVertices, pTile, pBitmaps_LOD->pHardwareTextures[pTextureID], transparent, true);
       }
       //else //здесь уже пограничные тайлы воды
         //pTile->DrawBorderTiles();