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@@ -223,7 +223,7 @@ void World::RenderWorld(int& rendercount, Player& player, Transformation& world,
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direct.Normalize();
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pos.y = 1;
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static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 4]; // Nombre de Chunks maximal <20> <20>tre rendus.
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static Vector3<unsigned int> renderManifest[VIEW_DISTANCE * 8]; // Nombre de Chunks maximal <20> <20>tre rendus.
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//for (int dist = VIEW_DISTANCE; dist >= 0; dist -= CHUNK_SIZE_X) {
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for (int dist = 0; dist <= VIEW_DISTANCE; dist += CHUNK_SIZE_X) {
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@@ -231,26 +231,26 @@ void World::RenderWorld(int& rendercount, Player& player, Transformation& world,
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float sinus, cosinus;
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int echantillons;
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if (dist > VIEW_DISTANCE * .5f) {
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if (dist > VIEW_DISTANCE * .1f) {
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sinus = .00872653549f; // sin(1/2 degr<67>)
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cosinus = .99996192306; // cos(1/2 degr<67>)
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echantillons = 180;
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}
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else if (dist > VIEW_DISTANCE * .4f) {
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sinus = .01151891831f; // sin(2/3 degr<67>)
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cosinus = .99993365506; // cos(2/3 degr<67>)
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echantillons = 120;
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}
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else if (dist > VIEW_DISTANCE * .3f) {
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sinus = .01745240643; // sin(1 degr<67>)
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cosinus = .99984769515; // cos(1 degr<67>)
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echantillons = 90;
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}
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else if (dist > VIEW_DISTANCE * .2f) {
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sinus = .0261769483;
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cosinus = .99965732497;
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echantillons = 60;
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}
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//else if (dist > VIEW_DISTANCE * .3f) {
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// sinus = .01151891831f; // sin(2/3 degr<67>)
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// cosinus = .99993365506; // cos(2/3 degr<67>)
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// echantillons = 120;
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//}
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//else if (dist > VIEW_DISTANCE * .2f) {
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// sinus = .01745240643; // sin(1 degr<67>)
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// cosinus = .99984769515; // cos(1 degr<67>)
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// echantillons = 90;
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//}
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//else if (dist > VIEW_DISTANCE * .1f) {
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// sinus = .0261769483;
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// cosinus = .99965732497;
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// echantillons = 60;
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//}
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else {
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sinus = .0348994967;
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cosinus = .99939082701;
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@@ -293,7 +293,7 @@ void World::RenderWorld(int& rendercount, Player& player, Transformation& world,
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world.ApplyTranslation(chx, 0, chy);
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world.Use();
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float blcolor = renderManifest[index].y / (VIEW_DISTANCE * 1000.f);
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float blcolor = renderManifest[index].y / (VIEW_DISTANCE / 50.f);
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glBlendColor(blcolor, blcolor, blcolor, 1.f);
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ChunkAt(chx, 1, chy)->Render();
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world.ApplyTranslation(-chx, 0, -chy);
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