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fixed to renderer
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0fba76a565
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34b162d2c9
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@ -317,7 +317,11 @@ enum Visbility
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VIS_STREAMME
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};
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#ifdef FIX_BUGS
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#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
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#else
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#define LOD_DISTANCE 300.0f
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#endif
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#define FADE_DISTANCE 20.0f
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#define STREAM_DISTANCE 30.0f
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@ -419,6 +423,8 @@ CRenderer::SetupEntityVisibility(CEntity *ent)
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// whose draw dist is > LOD_DISTANCE-FADE_DISTANCE, i.e. 280
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// because decreasing dist here makes the object visible above LOD_DISTANCE
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// before fading normally once below LOD_DISTANCE.
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// aha! this must be a workaround for the fact that we're not taking
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// the LOD multiplier into account here anywhere
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if(LOD_DISTANCE < dist && dist < mi->GetLargestLodDistance() + FADE_DISTANCE)
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dist += mi->GetLargestLodDistance() - LOD_DISTANCE;
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#endif
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@ -751,14 +757,7 @@ CRenderer::ScanWorld(void)
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}else
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#endif
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{
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if(f <= LOD_DISTANCE){
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poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
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poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
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poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x);
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poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y);
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poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x);
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
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}else{
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if(f > LOD_DISTANCE){
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// priority
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poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
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poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
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@ -775,8 +774,16 @@ CRenderer::ScanWorld(void)
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poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y);
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poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x);
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
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ScanSectorPoly(poly, 3, ScanSectorList);
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}else{
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poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
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poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
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poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x);
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poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y);
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poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x);
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
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ScanSectorPoly(poly, 3, ScanSectorList);
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}
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ScanSectorPoly(poly, 3, ScanSectorList);
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ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel));
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC));
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