Fix calculating if block is in viewing range; fix fog and default minimum accordingly

pull/23/merge
Perttu Ahola 2012-02-06 17:26:48 +02:00
parent 88cdd3a363
commit 94b25685c5
3 changed files with 3 additions and 3 deletions

View File

@ -65,7 +65,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("wanted_fps", "30"); settings->setDefault("wanted_fps", "30");
settings->setDefault("fps_max", "60"); settings->setDefault("fps_max", "60");
settings->setDefault("viewing_range_nodes_max", "300"); settings->setDefault("viewing_range_nodes_max", "300");
settings->setDefault("viewing_range_nodes_min", "15"); settings->setDefault("viewing_range_nodes_min", "35");
settings->setDefault("screenW", "800"); settings->setDefault("screenW", "800");
settings->setDefault("screenH", "600"); settings->setDefault("screenH", "600");
settings->setDefault("address", ""); settings->setDefault("address", "");

View File

@ -2174,7 +2174,7 @@ void the_game(
} }
else else
{ {
range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5; range = draw_control.wanted_range*BS + 0.0*MAP_BLOCKSIZE*BS;
range *= 0.9; range *= 0.9;
if(draw_control.range_all) if(draw_control.range_all)
range = 100000*BS; range = 100000*BS;

View File

@ -208,7 +208,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
return true; return true;
// If block is far away, it's not in sight // If block is far away, it's not in sight
if(d > range * BS) if(d > range)
return false; return false;
// Maximum radius of a block // Maximum radius of a block