@@ -606,17 +606,40 @@ Bool W3DTerrainVisual::load( AsciiString filename )
606606 // apply the heightmap to the terrain render object
607607
608608#ifdef DO_SEISMIC_SIMULATIONS
609- m_terrainRenderObject->initHeightData ( m_clientHeightMap->getDrawWidth (),
610- m_clientHeightMap->getDrawHeight (),
611- m_clientHeightMap,
612- it);
609+
610+ Int xExt = TheGlobalData->m_unlimitedzoom ? m_clientHeightMap->getXExtent () : m_clientHeightMap->getDrawWidth ();
611+
612+ Int yExt = TheGlobalData->m_unlimitedzoom ? m_clientHeightMap->getYExtent () : m_clientHeightMap->getDrawHeight ();
613+
614+
615+
616+ // this case fixes missing smooth water effects, but breaks guard move even further
617+ // it used to show in the bottom left tile, no it doesn't show anywhere
618+ // this is last bug prolly before i can upload it
619+ if (TheGlobalData->m_unlimitedzoom ) {
620+ m_clientHeightMap->setDrawWidth (xExt);
621+ m_clientHeightMap->setDrawHeight (yExt);
622+ }
623+
624+ m_terrainRenderObject->initHeightData ( xExt, yExt, m_clientHeightMap, it);
625+
613626#else
614- m_terrainRenderObject->initHeightData ( m_logicHeightMap->getDrawWidth (),
615- m_logicHeightMap->getDrawHeight (),
616- m_logicHeightMap,
617- it);
618- #endif
619627
628+ Int xExt = TheGlobalData->m_unlimitedzoom ? m_logicHeightMap->getXExtent () : m_logicHeightMap->getDrawWidth ();
629+
630+ Int yExt = TheGlobalData->m_unlimitedzoom ? m_logicHeightMap->getYExtent () : m_logicHeightMap->getDrawHeight ();
631+
632+ if (TheGlobalData->m_unlimitedzoom ) {
633+
634+ m_logicHeightMap->setDrawWidth (xExt);
635+
636+ m_logicHeightMap->setDrawHeight (yExt);
637+
638+ }
639+
640+ m_terrainRenderObject->initHeightData ( xExt, yExt, m_logicHeightMap, it);
641+
642+ #endif
620643
621644 if (it) {
622645 W3DDisplay::m_3DScene->destroyLightsIterator (it);
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