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authorDan Goodliffe <dan@randomdan.homeip.net>2024-04-06 00:47:37 +0100
committerDan Goodliffe <dan@randomdan.homeip.net>2024-04-06 00:47:37 +0100
commit737ce277a6e49d88a04be1e384eef09d486f513b (patch)
tree2eeb29d316567b1157d7a32753658df5c5f36741 /application/main.cpp
parentMerge remote-tracking branch 'origin/deform-terrain' (diff)
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Split water from terrain
Shares the geo data instance, and still has the same implementation at this stage.
Diffstat (limited to 'application/main.cpp')
-rw-r--r--application/main.cpp2
1 files changed, 2 insertions, 0 deletions
diff --git a/application/main.cpp b/application/main.cpp
index adaec9b..f0ba8bb 100644
--- a/application/main.cpp
+++ b/application/main.cpp
@@ -18,6 +18,7 @@
#include <game/vehicles/railVehicle.h>
#include <game/vehicles/railVehicleClass.h>
#include <game/vehicles/train.h>
+#include <game/water.h>
#include <game/worldobject.h>
#include <glm/glm.hpp>
#include <glm/gtx/transform.hpp> // IWYU pragma: keep
@@ -43,6 +44,7 @@ public:
windows.create<GameMainWindow>(DISPLAY_WIDTH, DISPLAY_HEIGHT);
world.create<Terrain>(geoData);
+ world.create<Water>(geoData);
assets = AssetFactory::loadAll("res");
{