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fix a typo that caused SPLIT_TERRAIN=true blendmap to be too detailed (causing insane loading times)
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@ -18,7 +18,7 @@ namespace MWRender
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mTerrainGlobals = OGRE_NEW Ogre::TerrainGlobalOptions();
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mTerrainGlobals = OGRE_NEW Ogre::TerrainGlobalOptions();
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mTerrainGlobals->setMaxPixelError(8);
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mTerrainGlobals->setMaxPixelError(8);
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mTerrainGlobals->setLayerBlendMapSize(SPLIT_TERRAIN ? 1024 : 256);
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mTerrainGlobals->setLayerBlendMapSize(SPLIT_TERRAIN ? 256 : 1024);
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Ogre::TerrainMaterialGeneratorPtr matGen;
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Ogre::TerrainMaterialGeneratorPtr matGen;
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TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
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TerrainMaterialGeneratorB* matGenP = new TerrainMaterialGeneratorB();
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