set default fog curve to 1.0
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@ -126,8 +126,8 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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if (chunks->chunks[i] == nullptr) continue;
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if (chunks->chunks[i] == nullptr) continue;
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indices.emplace_back(i);
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indices.emplace_back(i);
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}
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}
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float px = camera->position.x / (float)CHUNK_W - 0.5f;
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float px = camera->position.x / static_cast<float>(CHUNK_W) - 0.5f;
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float pz = camera->position.z / (float)CHUNK_D - 0.5f;
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float pz = camera->position.z / static_cast<float>(CHUNK_D) - 0.5f;
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std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
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std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
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const auto a = chunks->chunks[i].get();
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const auto a = chunks->chunks[i].get();
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const auto b = chunks->chunks[j].get();
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const auto b = chunks->chunks[j].get();
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@ -57,7 +57,7 @@ struct CameraSettings {
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struct GraphicsSettings {
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struct GraphicsSettings {
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/// @brief Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
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/// @brief Fog opacity is calculated as `pow(depth*k, fogCurve)` where k depends on chunksLoadDistance.
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/// 1.0 is linear, 2.0 is quadratic
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/// 1.0 is linear, 2.0 is quadratic
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NumberSetting fogCurve {1.6f, 1.0f, 6.0f};
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NumberSetting fogCurve {1.0f, 1.0f, 6.0f};
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/// @brief Lighting gamma
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/// @brief Lighting gamma
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NumberSetting gamma {1.0f, 0.4f, 1.0f};
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NumberSetting gamma {1.0f, 0.4f, 1.0f};
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/// @brief Enable blocks backlight to prevent complete darkness
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/// @brief Enable blocks backlight to prevent complete darkness
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