stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / world_routes.h
index 312429579a0fcd021d9b3cfe966d85424f9e4919..6f34c8c56de1a1e00f1316364ff871feeec4df02 100644 (file)
@@ -221,8 +221,6 @@ VG_STATIC struct route_ui_segment *world_routes_ui_curseg(
 VG_STATIC void world_routes_ui_newseg( u32 route )
 {
    struct route_ui_bar *pui = &world.ui_bars[route];
-
-   pui->last_notch = 0.0;
    
    glBindVertexArray( pui->vao );
    if( pui->segment_count )
@@ -532,6 +530,17 @@ VG_STATIC void world_routes_verify_run( u32 route )
    world.routes[route].latest_pass = world.time;
 }
 
+VG_STATIC void world_routes_clear(void)
+{
+   for( u32 i=0; i<world.route_count; i++ )
+   {
+      struct route *route = &world.routes[i];
+      route->active = 0;
+   }
+   world.current_run_version += 4;
+   world.last_use = 0.0;
+}
+
 /*
  * When going through a gate this is called for bookkeeping purposes
  */
@@ -996,7 +1005,6 @@ VG_STATIC void world_routes_create_route( mdl_node *pnode )
    pui->vertex_head = k_route_ui_max_verts - 200;
    pui->segment_start = 0;
    pui->segment_count = 0;
-   pui->last_notch = 0.0;
    pui->fade_start = 0;
    pui->fade_count = 0;
    pui->fade_timer_start = 0.0;
@@ -1122,7 +1130,7 @@ VG_STATIC void world_routes_update(void)
    }
 }
 
-VG_STATIC void bind_terrain_textures(void);
+VG_STATIC void bind_terrain_noise(void);
 VG_STATIC void render_world_routes( m4x4f projection, v3f camera )
 {
    m4x3f identity_matrix;
@@ -1131,7 +1139,7 @@ VG_STATIC void render_world_routes( m4x4f projection, v3f camera )
    shader_route_use();
    shader_route_uTexGarbage(0);
    shader_link_standard_ub( _shader_route.id, 2 );
-   bind_terrain_textures();
+   bind_terrain_noise();
 
    shader_route_uPv( projection );
    shader_route_uMdl( identity_matrix );