Tweaking around
This commit is contained in:
parent
39fbf15273
commit
de3fdba568
|
@ -981,14 +981,14 @@ void Client::ProcessData(u8 *data, u32 datasize, u16 sender_peer_id)
|
|||
12000 = midday
|
||||
*/
|
||||
{
|
||||
const s32 daylength = 8;
|
||||
const s32 nightlength = 2;
|
||||
const s32 daytimelength = 4;
|
||||
const s32 daylength = 16;
|
||||
const s32 nightlength = 6;
|
||||
const s32 daytimelength = 8;
|
||||
s32 d = daylength;
|
||||
s32 t = (((m_time_of_day.get())%24000)/(24000/d));
|
||||
u32 dr;
|
||||
if(t < nightlength/2 || t >= d - nightlength/2)
|
||||
dr = 350;
|
||||
dr = 400;
|
||||
else if(t >= d/2 - daytimelength/2 && t < d/2 + daytimelength/2)
|
||||
dr = 1000;
|
||||
else
|
||||
|
|
10
src/main.cpp
10
src/main.cpp
|
@ -252,9 +252,6 @@ TODO: Change AttributeList to split the area into smaller sections so
|
|||
TODO: Change AttributeList to be 2D, as it would be too slow to search
|
||||
in 3D fields anyway.
|
||||
|
||||
FIXME: The new pre-sunlight-propagation code messes up with initial
|
||||
water lighting. Does it any more?
|
||||
|
||||
TODO: Remove HMParams
|
||||
|
||||
TODO: Flowing water to actually contain flow direction information
|
||||
|
@ -2119,9 +2116,9 @@ int main(int argc, char *argv[])
|
|||
camera_direction.rotateXZBy(camera_yaw);
|
||||
|
||||
// This is at the height of the eyes of the current figure
|
||||
v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
|
||||
//v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
|
||||
// This is more like in minecraft
|
||||
//v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
|
||||
v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
|
||||
|
||||
camera->setPosition(camera_position);
|
||||
// *100.0 helps in large map coordinates
|
||||
|
@ -2752,7 +2749,8 @@ int main(int argc, char *argv[])
|
|||
//TimeTaker //timer10("//timer10");
|
||||
|
||||
video::SMaterial m;
|
||||
m.Thickness = 10;
|
||||
//m.Thickness = 10;
|
||||
m.Thickness = 3;
|
||||
m.Lighting = false;
|
||||
driver->setMaterial(m);
|
||||
|
||||
|
|
|
@ -102,6 +102,10 @@ void mysrand(unsigned seed)
|
|||
next = seed;
|
||||
}
|
||||
|
||||
/*
|
||||
PointAttributeList
|
||||
*/
|
||||
|
||||
// Float with distance
|
||||
struct DFloat
|
||||
{
|
||||
|
@ -109,7 +113,7 @@ struct DFloat
|
|||
u32 d;
|
||||
};
|
||||
|
||||
float PointAttributeList::getInterpolatedFloat(v3s16 p)
|
||||
float PointAttributeList::getInterpolatedFloat(v2s16 p)
|
||||
{
|
||||
const u32 near_wanted_count = 5;
|
||||
// Last is nearest, first is farthest
|
||||
|
|
|
@ -1450,23 +1450,16 @@ class PointAttributeList
|
|||
{
|
||||
struct PointWithAttr
|
||||
{
|
||||
v3s16 p;
|
||||
v2s16 p;
|
||||
Attribute attr;
|
||||
};
|
||||
|
||||
public:
|
||||
~PointAttributeList()
|
||||
{
|
||||
/*for(core::list<PointWithAttr>::Iterator
|
||||
i = m_points.begin();
|
||||
i != m_points.end(); i++)
|
||||
{
|
||||
PointWithAttr &pwa = *i;
|
||||
//delete pwa.attr;
|
||||
}*/
|
||||
}
|
||||
|
||||
Attribute getNearAttr(v3s16 p)
|
||||
Attribute getNearAttr(v2s16 p)
|
||||
{
|
||||
core::list<PointWithAttr>::Iterator
|
||||
nearest_i = m_points.end();
|
||||
|
@ -1490,9 +1483,9 @@ public:
|
|||
return nearest_i->attr;
|
||||
}
|
||||
|
||||
Attribute getNearAttr(v2s16 p)
|
||||
Attribute getNearAttr(v3s16 p)
|
||||
{
|
||||
return getNearAttr(v3s16(p.X, 0, p.Y));
|
||||
return getNearAttr(v2s16(p.X, p.Z));
|
||||
}
|
||||
|
||||
bool empty()
|
||||
|
@ -1504,20 +1497,14 @@ public:
|
|||
Take all points in range, or at least the nearest point,
|
||||
and interpolate the values as floats
|
||||
*/
|
||||
float getInterpolatedFloat(v3s16 p);
|
||||
float getInterpolatedFloat(v2s16 p);
|
||||
|
||||
float getInterpolatedFloat(v2s16 p)
|
||||
float getInterpolatedFloat(v3s16 p)
|
||||
{
|
||||
return getInterpolatedFloat(v3s16(p.X, 0, p.Y));
|
||||
return getInterpolatedFloat(v2s16(p.X, p.Z));
|
||||
}
|
||||
|
||||
//float getInterpolatedFloat(v3s16 p, s32 range);
|
||||
/*float getInterpolatedFloat(v2s16 p, s32 range)
|
||||
{
|
||||
return getInterpolatedFloat(v3s16(p.X, 0, p.Y), range);
|
||||
}*/
|
||||
|
||||
void addPoint(v3s16 p, const Attribute &attr)
|
||||
void addPoint(v2s16 p, const Attribute &attr)
|
||||
{
|
||||
PointWithAttr pattr;
|
||||
pattr.p = p;
|
||||
|
@ -1525,9 +1512,9 @@ public:
|
|||
m_points.push_back(pattr);
|
||||
}
|
||||
|
||||
void addPoint(v2s16 p, const Attribute &attr)
|
||||
void addPoint(v3s16 p, const Attribute &attr)
|
||||
{
|
||||
addPoint(v3s16(p.X, 0, p.Y), attr);
|
||||
addPoint(v2s16(p.X, p.Z), attr);
|
||||
}
|
||||
|
||||
private:
|
||||
|
|
Loading…
Reference in New Issue