diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp index 77e61f902c2..0b92d49b226 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp @@ -519,7 +519,7 @@ void TerrainTextureClass::Apply(unsigned int stage) TextureClass::Apply(stage); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { @@ -587,7 +587,7 @@ void AlphaTerrainTextureClass::Apply(unsigned int stage) TextureClass::Apply(stage); // Set the bilinear or trilinear filtering. - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { @@ -916,7 +916,7 @@ void AlphaEdgeTextureClass::Apply(unsigned int stage) // Do the base apply. TextureClass::Apply(stage); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { @@ -1172,7 +1172,7 @@ void ScorchTextureClass::Apply(unsigned int stage) // Do the base apply. TextureClass::Apply(stage); // Setup bilinear or trilinear filtering as specified in global data. - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp index 31019b900c6..ea84ba21e3a 100644 --- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp +++ b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp @@ -1385,7 +1385,7 @@ Int TerrainShader2Stage::set(Int pass) //force WW3D2 system to set it's states so it won't later overwrite our custom settings. DX8Wrapper::Apply_Render_State_Changes(); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -1561,7 +1561,7 @@ Int TerrainShader8Stage::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -1766,7 +1766,7 @@ Int TerrainShaderPixelShader::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 ); DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1 ); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp index 6e2a4c0b61e..3f0b3d9ddd6 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/TerrainTex.cpp @@ -439,7 +439,7 @@ void TerrainTextureClass::Apply(unsigned int stage) // Do the base apply. TextureClass::Apply(stage); #if 0 // obsolete [4/1/2003] - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { @@ -510,7 +510,7 @@ void AlphaTerrainTextureClass::Apply(unsigned int stage) TextureClass::Apply(stage); // Set the bilinear or trilinear filtering. - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { @@ -846,7 +846,7 @@ void AlphaEdgeTextureClass::Apply(unsigned int stage) TextureClass::Apply(stage); #if 0 // obsolete [4/1/2003] - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { @@ -1108,7 +1108,7 @@ void ScorchTextureClass::Apply(unsigned int stage) // Do the base apply. TextureClass::Apply(stage); // Setup bilinear or trilinear filtering as specified in global data. - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(stage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else { diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp index db70397bc35..bd3c89ed1b2 100644 --- a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp +++ b/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/W3DShaderManager.cpp @@ -1650,7 +1650,7 @@ Int TerrainShader2Stage::set(Int pass) //force WW3D2 system to set it's states so it won't later overwrite our custom settings. DX8Wrapper::Apply_Render_State_Changes(); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -1826,7 +1826,7 @@ Int TerrainShader8Stage::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSU, D3DTADDRESS_CLAMP); DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_ADDRESSV, D3DTADDRESS_CLAMP); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -2033,7 +2033,7 @@ Int TerrainShaderPixelShader::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( 0, D3DTSS_TEXCOORDINDEX, 0 ); DX8Wrapper::Set_DX8_Texture_Stage_State( 1, D3DTSS_TEXCOORDINDEX, 1 ); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -3282,7 +3282,7 @@ Int FlatTerrainShader2Stage::set(Int pass) //force WW3D2 system to set it's states so it won't later overwrite our custom settings. DX8Wrapper::Apply_Render_State_Changes(); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(0, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(1, D3DTSS_MINFILTER, D3DTEXF_LINEAR); @@ -3573,7 +3573,7 @@ Int FlatTerrainShaderPixelShader::set(Int pass) DX8Wrapper::Set_DX8_Texture_Stage_State( curStage, D3DTSS_TEXCOORDINDEX, 0 ); DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE); - if (TheGlobalData && TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex) { + if (TheGlobalData && (TheGlobalData->m_bilinearTerrainTex || TheGlobalData->m_trilinearTerrainTex)) { DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MINFILTER, D3DTEXF_LINEAR); DX8Wrapper::Set_DX8_Texture_Stage_State(curStage, D3DTSS_MAGFILTER, D3DTEXF_LINEAR); } else {