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https://github.com/MaSzyna-EU07/maszyna.git
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camera frustum
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15
World.cpp
15
World.cpp
@@ -30,8 +30,6 @@ http://mozilla.org/MPL/2.0/.
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#include "Console.h"
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#include "color.h"
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#define TEXTURE_FILTER_CONTROL_EXT 0x8500
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#define TEXTURE_LOD_BIAS_EXT 0x8501
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//---------------------------------------------------------------------------
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// GLUTAPI void APIENTRY glutBitmapCharacterDLL(void *font, int character);
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@@ -283,6 +281,7 @@ bool TWorld::Init( GLFWwindow *w ) {
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glEnable(GL_CULL_FACE); // Cull back-facing triangles
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glLineWidth(1.0f);
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glPointSize(3.0f);
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glEnable( GL_POINT_SMOOTH );
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#ifdef EU07_USE_OLD_LIGHTING_MODEL
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// ----------- LIGHTING SETUP -----------
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// Light values and coordinates
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@@ -1110,13 +1109,22 @@ bool TWorld::Update()
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int updatecount = 1;
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if( dt > m_primaryupdaterate ) // normalnie 0.01s
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{
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/*
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// NOTE: experimentally disabled physics update cap
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auto const iterations = std::ceil(dt / m_primaryupdaterate);
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updatecount = std::min( 20, static_cast<int>( iterations ) );
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*/
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updatecount = std::ceil( dt / m_primaryupdaterate );
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/*
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// NOTE: changing dt wrecks things further down the code. re-acquire proper value later or cleanup here
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dt = dt / iterations; // Ra: fizykę lepiej by było przeliczać ze stałym krokiem
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*/
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}
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// NOTE: updates are limited to 20, but dt is distributed over potentially many more iterations
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// this means at count > 20 simulation and render are going to desync. is that right?
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Ground.Update(dt, updatecount); // tu zrobić tylko coklatkową aktualizację przesunięć
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// NOTE: experimentally changing this to prevent the desync.
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// TODO: test what happens if we hit more than 20 * 0.01 sec slices, i.e. less than 5 fps
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Ground.Update(dt / updatecount, updatecount); // tu zrobić tylko coklatkową aktualizację przesunięć
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/*
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if (DebugModeFlag)
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if (Global::bActive) // nie przyspieszać, gdy jedzie w tle :)
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@@ -1437,6 +1445,7 @@ bool TWorld::Render()
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glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix
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glLoadIdentity();
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Camera.SetMatrix(); // ustawienie macierzy kamery względem początku scenerii
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Camera.SetFrustum(); // update camera frustum to match current data
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if( !Global::bWireFrame ) {
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// bez nieba w trybie rysowania linii
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