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Python: logowanie priorytetu wątku pythona
Smuga: wzmocnienie smugi zależne od oświetlenia amtosferycznego
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15
World.cpp
15
World.cpp
@@ -1545,26 +1545,23 @@ bool TWorld::Update()
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else
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{
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glBlendFunc(GL_DST_COLOR, GL_ONE);
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// glBlendFunc(GL_SRC_ALPHA_SATURATE, GL_ONE);
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// glBlendFunc(GL_ONE_MINUS_SRC_ALPHA, GL_ONE);
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// glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_DST_COLOR);
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// glBlendFunc(GL_SRC_ALPHA_SATURATE,GL_ONE);
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glDepthFunc(GL_GEQUAL);
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glAlphaFunc(GL_GREATER, 0.004);
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// glDisable(GL_DEPTH_TEST);
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glDisable(GL_LIGHTING);
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glDisable(GL_FOG);
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glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
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//glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
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glBindTexture(GL_TEXTURE_2D, light); // Select our texture
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float ddl = (0.15*Global::diffuseDayLight[0]+0.295*Global::diffuseDayLight[1]+0.055*Global::diffuseDayLight[2]); //0.24:0
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glBegin(GL_QUADS);
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float fSmudge =
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Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
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float fSmudge = Train->Dynamic()->MoverParameters->DimHalf.y + 7; // gdzie zaczynaæ smugê
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if (Train->Controlled()->iLights[0] & 21)
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{ // wystarczy jeden zapalony z przodu
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for (int i = 15; i <= 35; i++)
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{
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float z = i * i * i * 0.01f;//25/4;
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float C = (36 - i*0.5)*0.05*0.1;
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//float C = (36 - i*0.5)*0.005*(1.5 - sqrt(ddl));
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float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(ddl+0.015))-1);
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glColor4f(C, C, C, 0.25f);
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glTexCoord2f(0, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
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glTexCoord2f(1, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, 13 + 1.7*z / 3);
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@@ -1577,7 +1574,7 @@ bool TWorld::Update()
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for (int i = 15; i <= 35; i++)
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{
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float z = i * i * i * 0.01f;//25/4;
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float C = (36 - i*0.5)*0.05*0.1;
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float C = (36 - i*0.5)*0.005*sqrt((1/sqrt(ddl+0.015))-1);
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glColor4f(C, C, C, 0.25f);
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glTexCoord2f(0, 0); glVertex3f(10 / 2 + 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
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glTexCoord2f(1, 0); glVertex3f(-10 / 2 - 2 * i / 4, 6.0 + 0.3*z, -13 - 1.7*z / 3);
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