Added missile_load_time to shipdataEntrySchema. Cleaned up planet miniature LOD stuff.
git-svn-id: http://svn.berlios.de/svnroot/repos/oolite-linux/trunk@2846 127b21dd-08f5-0310-b4b7-95ae10353056
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@ -114,6 +114,7 @@
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valueType = "$customViewSpec";
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};
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max_missiles = "positiveInteger";
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missile_load_time = "positiveFloat";
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script = "$scriptFileName";
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has_npc_traffic = "fuzzyBoolean";
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script_info = "dictionary";
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@ -231,6 +231,9 @@ static OOColor *ColorWithHSBColor(Vector c)
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_atmosphereDrawable = [planet->_atmosphereDrawable copy];
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[_atmosphereDrawable setRadius:collision_radius + ATMOSPHERE_DEPTH * PLANET_MINIATURE_FACTOR * 2.0]; //not to scale: invisible otherwise
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[_planetDrawable setLevelOfDetail:0.8f];
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[_atmosphereDrawable setLevelOfDetail:0.8f];
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return self;
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}
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@ -302,15 +305,11 @@ static OOColor *ColorWithHSBColor(Vector c)
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if ([UNIVERSE wireframeGraphics]) GLDebugWireframeModeOn();
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if (_miniature)
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{
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[_planetDrawable setLevelOfDetail:0.8f];
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}
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else
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if (!_miniature)
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{
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[_planetDrawable calculateLevelOfDetailForViewDistance:zero_distance];
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}
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[_atmosphereDrawable setLevelOfDetail:[_planetDrawable levelOfDetail]];
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}
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[_planetDrawable renderOpaqueParts];
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[_atmosphereDrawable renderOpaqueParts];
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@ -205,8 +205,8 @@ MA 02110-1301, USA.
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unsigned missiles; // number of on-board missiles
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unsigned max_missiles; // number of missile pylons
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NSString *missileRole;
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OOTimeAbsolute missile_load_time; // minimum time interval between missile launches
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OOTimeAbsolute missile_launch_time; // time since last missile launch
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OOTimeDelta missile_load_time; // minimum time interval between missile launches
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OOTimeAbsolute missile_launch_time; // time of last missile launch
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#ifdef OO_BRAIN_AI
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OOBrain *brain; // brain controlling ship, could be a character brain or the autopilot
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@ -72,7 +72,7 @@ static FloatRGBA PlanetMix(float q, float maxQ, FloatRGB landColor, FloatRGB sea
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[[planetInfo objectForKey:@"noise_map_seed"] getValue:&_seed];
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_width = 512;
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_height = 512;
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_height = _width; // Ideally, aspect ratio would be 2:1, but current code only handles squares.
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}
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return self;
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@ -214,6 +214,11 @@ static FloatRGBA PlanetMix(float q, float maxQ, FloatRGB landColor, FloatRGB sea
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/* Terrain shading
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was: _powf(norm.z, 3.2). Changing exponent to 3 makes very
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little difference, other than being faster.
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FIXME: need to work out a decent way to scale this with texture
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size, so overall darkness is constant. As an experiment, I used
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a size of 128 << k and shade = pow(norm.z, k + 1); this was
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better, but still darker at smaller resolutions.
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*/
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GLfloat shade = norm.z * norm.z * norm.z;
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