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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Made some tweaks so I'm happy with it.
* Removed #defines * Fall back to using visible distance if ghost distance is not used * Removed ghost distance from level files as it will default * Renamed mConnectionVisibleDistance for consistency
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parent
578c4e8f4f
commit
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15 changed files with 21 additions and 100 deletions
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@ -79,9 +79,7 @@ static SFXAmbience sDefaultAmbience;
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LevelInfo::LevelInfo()
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: mNearClip( 0.1f ),
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mVisibleDistance( 1000.0f ),
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#ifdef GHOSTSCOPING
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mVisibleGhostDistance (200.0f),
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#endif
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mVisibleGhostDistance ( 0 ),
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mDecalBias( 0.0015f ),
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mCanvasClearColor( 255, 0, 255, 255 ),
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mSoundAmbience( NULL ),
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@ -118,10 +116,8 @@ void LevelInfo::initPersistFields()
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addGroup( "Visibility" );
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addField( "nearClip", TypeF32, Offset( mNearClip, LevelInfo ), "Closest distance from the camera's position to render the world." );
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addField( "visibleDistance", TypeF32, Offset( mVisibleDistance, LevelInfo ), "Furthest distance fromt he camera's position to render the world." );
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#ifdef GHOSTSCOPING
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addField( "visibleGhostDistance", TypeF32, Offset( mVisibleGhostDistance, LevelInfo ), "Furthest distance from the camera's position to render players." );
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#endif
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addField( "visibleDistance", TypeF32, Offset( mVisibleDistance, LevelInfo ), "Furthest distance from the camera's position to render the world." );
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addField( "visibleGhostDistance", TypeF32, Offset( mVisibleGhostDistance, LevelInfo ), "Furthest distance from the camera's position to render players. Defaults to visibleDistance." );
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addField( "decalBias", TypeF32, Offset( mDecalBias, LevelInfo ),
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"NearPlane bias used when rendering Decal and DecalRoad. This should be tuned to the visibleDistance in your level." );
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@ -308,9 +304,7 @@ void LevelInfo::_updateSceneGraph()
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scene->setNearClip( mNearClip );
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scene->setVisibleDistance( mVisibleDistance );
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#ifdef GHOSTSCOPING
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scene->setVisibleGhostDistance( mVisibleGhostDistance );
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#endif
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gDecalBias = mDecalBias;
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