[EngineConfig] Chunks are back to their old 16x16x32 state until superchunks are implemented.
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@ -177,7 +177,7 @@ void GameState::update() {
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// Update far plane using render distance
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static u16 oldRenderDistance = Config::renderDistance;
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if (Config::renderDistance != oldRenderDistance) {
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m_camera.setFarClippingPlane(Config::renderDistance * CHUNK_SIZE);
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m_camera.setFarClippingPlane(Config::renderDistance * CHUNK_MAXSIZE);
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oldRenderDistance = Config::renderDistance;
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}
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}
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@ -289,7 +289,7 @@ void ClientWorld::draw(gk::RenderTarget &target, gk::RenderStates states) const
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// Our screen coordinates are +X right, +Y up, and for a right-handed
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// coordinate system, depth must be negative Z, so anything with a
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// positive Z is behind the camera.
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if (center.z > CHUNK_SIZE / 2) {
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if (center.z > CHUNK_MAXSIZE / 2) {
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continue;
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}
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@ -42,11 +42,11 @@ namespace {
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constexpr float DIST_2D_FAR = 512.0f;
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// Chunk size must be a power of two and fit in a signed byte
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constexpr int CHUNK_SIZE = 16;
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constexpr int CHUNK_WIDTH = 16;
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constexpr int CHUNK_DEPTH = 16;
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constexpr int CHUNK_HEIGHT = 32;
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constexpr int CHUNK_WIDTH = CHUNK_SIZE;
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constexpr int CHUNK_DEPTH = CHUNK_SIZE;
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constexpr int CHUNK_HEIGHT = CHUNK_SIZE;
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constexpr int CHUNK_MAXSIZE = CHUNK_WIDTH > CHUNK_DEPTH ? (CHUNK_HEIGHT > CHUNK_WIDTH ? CHUNK_HEIGHT : CHUNK_WIDTH) : (CHUNK_HEIGHT > CHUNK_DEPTH ? CHUNK_HEIGHT : CHUNK_DEPTH);
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// Several parts of the code use & (CHUNK_xxx - 1) assuming they are powers of 2
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static_assert((CHUNK_WIDTH & (CHUNK_WIDTH - 1)) == 0, "CHUNK_WIDTH is not a power of 2");
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