The terrain (both water and land terrains) in my game are different on my laptop then my desktop. It appears the problem is in the height of the terrians.
I copied the programming code folder straight from my desktop with all the image files to my laptop and ran it on the same version of VC++ as the desktop.
Im not sure what is causing this. Im thinking its either because im using large terrain files (600X600) to make a large game world or my laptop's graphics card can't handle it (ATI Radeon Xpress 200M). I remember trying to make larger terrain files but dark GDK wouldnt make the terrain larger.
Here is my code for making the terrain:
WaterHeightFile = game3DPath + WaterHeightFile;
GroundHeightFile = game3DPath + GroundHeightFile;
char *cWaterHeightFile;
cWaterHeightFile = &WaterHeightFile[0];
char *cGroundHeightFile;
cGroundHeightFile = &GroundHeightFile[0];
if (game3DObjects[3] != 0) dbDeleteObject(3);
if (game3DObjects[4] != 0) dbDeleteObject(4);
// create the land terrain
dbSetupTerrain ( ); dbMakeObjectTerrain ( 3 ); dbSetTerrainHeightMap ( 3, cGroundHeightFile );
dbSetTerrainScale ( 3, 100, 10, 100 ); dbSetTerrainSplit ( 3, 16 ); dbSetTerrainTiling ( 3, 1 ); dbSetTerrainLight ( 3, 1.0f, -0.25f, 0.0f, 1, 1, .78f, 0.5f );
dbSetTerrainTexture ( 3, game3DFindTexture(GroundImage), game3DFindTexture(Detail)); dbBuildTerrain ( 3 ); dbMakeObjectTerrain ( 4 ); dbSetTerrainHeightMap ( 4, cWaterHeightFile ); dbSetTerrainScale ( 4, 100, 1, 100); dbSetTerrainSplit ( 4, 16 ); dbSetTerrainTiling ( 4, 1 ); dbSetTerrainLight ( 4, 1.0f, -0.25f, 0.0f, 1, 1, 0.78f, 0.5f );
dbSetTerrainTexture ( 4, game3DFindTexture(WaterImage), game3DFindTexture(Detail)); dbBuildTerrain ( 4 );
game3DObjects[3] = -1;
game3DObjects[4] = -1;
SC_SetObjectCollisionOff(3);
SC_SetObjectCollisionOff(4);
game3DGroundLoaded = true;
game3DWaterLoaded = true;
Anyone have this problem before?
Dan