Ensure in-cloud fog is always stronger than outside-of-cloud-fog even when
using a small view range.
Also limit in-cloud fog range to a maximum of 32 nodes to keep it fairly
strong when using a large view range.
#include "game.h"
#include <iomanip>
+#include <cmath>
#include "client/renderingengine.h"
#include "camera.h"
#include "client.h"
.getInterpolated(video::SColor(255, 0, 0, 0), 0.9);
sky->overrideColors(clouds_dark, clouds->getColor());
sky->setBodiesVisible(false);
- runData.fog_range = 20.0f * BS;
+ runData.fog_range = std::fmin(runData.fog_range * 0.5f, 32.0f * BS);
// do not draw clouds after all
clouds->setVisible(false);
}