forked from Mirrorlandia_minetest/minetest
Stabilise 'day night ratio' to fix object brightness flicker (#8417)
Previously, when basic shaders were enabled, the function time_to_daynight_ratio() returned values jumping between 149 and 150 between times 4375 and 4625, and values jumping between 999 and 1000 between times 6125 and 6375, (and the corresponding times at sunset) due to tiny float errors in the interpolation code. This caused the light level returned by blend_light() to jump between 14 and 15, which became noticeable recently as those light levels were given different visual brightnesses. Add early returns to avoid the problematic interpolation, and to avoid unnecessary running of the loop.
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@ -52,15 +52,17 @@ inline u32 time_to_daynight_ratio(float time_of_day, bool smooth)
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return 1000;
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return 1000;
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}
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}
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if (t <= 4625) // 4500 + 125
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return values[0][1];
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else if (t >= 6125) // 6000 + 125
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return 1000;
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for (u32 i=0; i < sizeof(values) / sizeof(*values); i++) {
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for (u32 i=0; i < sizeof(values) / sizeof(*values); i++) {
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if (values[i][0] <= t)
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if (values[i][0] <= t)
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continue;
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continue;
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if (i == 0)
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return values[i][1];
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float td0 = values[i][0] - values[i-1][0];
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float td0 = values[i][0] - values[i-1][0];
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float f = (t - values[i-1][0]) / td0;
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float f = (t - values[i-1][0]) / td0;
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return f * values[i][1] + (1.0 - f) * values[i-1][1];
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return f * values[i][1] + (1.0 - f) * values[i-1][1];
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}
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}
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return 1000;
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return 1000;
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}
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}
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