Tweaking around

This commit is contained in:
Perttu Ahola 2011-01-25 09:30:49 +02:00
parent 39fbf15273
commit de3fdba568
4 changed files with 23 additions and 34 deletions

@ -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

@ -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: