@@ -1650,7 +1650,7 @@ Int TerrainShader2Stage::set(Int pass)
1650
1650
// force WW3D2 system to set it's states so it won't later overwrite our custom settings.
1651
1651
DX8Wrapper::Apply_Render_State_Changes ();
1652
1652
1653
- if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) {
1653
+ if (TheGlobalData && ( TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) ) {
1654
1654
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
1655
1655
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
1656
1656
DX8Wrapper::Set_DX8_Texture_Stage_State (1 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
@@ -1826,7 +1826,7 @@ Int TerrainShader8Stage::set(Int pass)
1826
1826
DX8Wrapper::Set_DX8_Texture_Stage_State ( 1 , D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP);
1827
1827
DX8Wrapper::Set_DX8_Texture_Stage_State ( 1 , D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP);
1828
1828
1829
- if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) {
1829
+ if (TheGlobalData && ( TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) ) {
1830
1830
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
1831
1831
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
1832
1832
DX8Wrapper::Set_DX8_Texture_Stage_State (1 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
@@ -2033,7 +2033,7 @@ Int TerrainShaderPixelShader::set(Int pass)
2033
2033
DX8Wrapper::Set_DX8_Texture_Stage_State ( 0 , D3DTSS_TEXCOORDINDEX, 0 );
2034
2034
DX8Wrapper::Set_DX8_Texture_Stage_State ( 1 , D3DTSS_TEXCOORDINDEX, 1 );
2035
2035
2036
- if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) {
2036
+ if (TheGlobalData && ( TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) ) {
2037
2037
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
2038
2038
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
2039
2039
DX8Wrapper::Set_DX8_Texture_Stage_State (1 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
@@ -3282,7 +3282,7 @@ Int FlatTerrainShader2Stage::set(Int pass)
3282
3282
// force WW3D2 system to set it's states so it won't later overwrite our custom settings.
3283
3283
DX8Wrapper::Apply_Render_State_Changes ();
3284
3284
3285
- if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) {
3285
+ if (TheGlobalData && ( TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) ) {
3286
3286
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
3287
3287
DX8Wrapper::Set_DX8_Texture_Stage_State (0 , D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
3288
3288
DX8Wrapper::Set_DX8_Texture_Stage_State (1 , D3DTSS_MINFILTER, D3DTEXF_LINEAR);
@@ -3573,7 +3573,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass)
3573
3573
DX8Wrapper::Set_DX8_Texture_Stage_State ( curStage, D3DTSS_TEXCOORDINDEX, 0 );
3574
3574
DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE);
3575
3575
3576
- if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) {
3576
+ if (TheGlobalData && ( TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex ) ) {
3577
3577
DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR);
3578
3578
DX8Wrapper::Set_DX8_Texture_Stage_State (curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR);
3579
3579
} else {
0 commit comments