diff --git a/SQCSim2021/world.cpp b/SQCSim2021/world.cpp index 43209eb..4ca780a 100644 --- a/SQCSim2021/world.cpp +++ b/SQCSim2021/world.cpp @@ -272,7 +272,6 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran direct.y = 0; direct.Normalize(); pos.y = 1; - //renderManifest.clear(); static Vector3i renderManifest[VIEW_DISTANCE * 4]; @@ -302,38 +301,22 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran cosinus = .99939082701; echantillons = 45; } - else /*if (dist > VIEW_DISTANCE * .75f)*/ { + else { angle.x = direct.z + direct.x; angle.z = direct.z - direct.x; sinus = .05233595624; cosinus = .99862953475; echantillons = 30; } - //else if (dist > VIEW_DISTANCE * .875f) { // - CHUNK_SIZE_X * 28) { - // angle.x = direct.z; - // angle.z = -direct.x; - // sinus = .08715574274; - // cosinus = .996194698091; - // echantillons = 36; - // //echantillons = 0; - //} - //else { - // angle.x = direct.z; - // angle.z = -direct.x; - // sinus = .13052619222; - // cosinus = .99144486137; - // echantillons = 24; - //} angle.y = 0; angle.Normalize(); for (int radar = 0; radar < echantillons; ++radar) { float x = angle.x; - float z = angle.z; - angle.x = x * cosinus - z * sinus; - angle.z = z * cosinus + x * sinus; + angle.x = angle.x * cosinus - angle.z * sinus; + angle.z = angle.z * cosinus + x * sinus; angle.Normalize(); cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist; @@ -359,7 +342,6 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran ChunkAt(cursor)->Render(); world.ApplyTranslation(-(chx - m_center[0]) * CHUNK_SIZE_X, 0, -(chy - m_center[1]) * CHUNK_SIZE_Z); renderManifest[++rendercount] = Vector3i(chx, 0, chy); - //++rendercount; } } }