<<std::endl;*/
m_draw_control.wanted_min_range = m_viewing_range_min;
- m_draw_control.wanted_max_blocks = (1.5*m_draw_control.blocks_would_have_drawn)+1;
+ m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
if (m_draw_control.wanted_max_blocks < 10)
m_draw_control.wanted_max_blocks = 10;
// If needed frametime change is small, just return
// This value was 0.4 for many months until 2011-10-18 by c55;
// Let's see how this works out.
- if (fabs(wanted_frametime_change) < m_wanted_frametime*0.25)
+ if (fabs(wanted_frametime_change) < m_wanted_frametime*0.33)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
settings->setDefault("keymap_frametime_graph", "KEY_F1");
settings->setDefault("keymap_screenshot", "KEY_F12");
settings->setDefault("keymap_toggle_profiler", "KEY_F2");
+ settings->setDefault("keymap_toggle_force_fog_off", "KEY_F3");
// Some (temporary) keys for debugging
settings->setDefault("keymap_print_debug_stacks", "KEY_KEY_P");
bool show_profiler = false;
+ bool force_fog_off = false;
+
/*
Main loop
*/
show_profiler = !show_profiler;
guitext_profiler->setVisible(show_profiler);
}
+ else if(input->wasKeyDown(getKeySetting("keymap_toggle_force_fog_off")))
+ {
+ force_fog_off = !force_fog_off;
+ }
// Item selection with mouse wheel
{
Fog
*/
- if(g_settings->getBool("enable_fog") == true)
+ if(g_settings->getBool("enable_fog") == true && !force_fog_off)
{
f32 range;
if(farmesh)
else
{
range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
+ range *= 0.9;
if(draw_control.range_all)
range = 100000*BS;
/*if(range < 50*BS)
range = range * 0.5 + 25*BS;*/
- // Move the invisible limit a bit further
- //range *= 1.2;
}
driver->setFog(
// Take a fair amount as we will be dropping more out later
// Umm... these additions are a bit strange but they are needed.
v3s16 p_blocks_min(
- p_nodes_min.X / MAP_BLOCKSIZE - 2,
- p_nodes_min.Y / MAP_BLOCKSIZE - 2,
- p_nodes_min.Z / MAP_BLOCKSIZE - 2);
+ p_nodes_min.X / MAP_BLOCKSIZE - 3,
+ p_nodes_min.Y / MAP_BLOCKSIZE - 3,
+ p_nodes_min.Z / MAP_BLOCKSIZE - 3);
v3s16 p_blocks_max(
- p_nodes_max.X / MAP_BLOCKSIZE + 0,
- p_nodes_max.Y / MAP_BLOCKSIZE + 0,
- p_nodes_max.Z / MAP_BLOCKSIZE + 0);
+ p_nodes_max.X / MAP_BLOCKSIZE + 1,
+ p_nodes_max.Y / MAP_BLOCKSIZE + 1,
+ p_nodes_max.Z / MAP_BLOCKSIZE + 1);
u32 vertex_count = 0;
u32 meshbuffer_count = 0;