diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/render/Renderer.cpp | 25 |
1 files changed, 16 insertions, 9 deletions
diff --git a/src/render/Renderer.cpp b/src/render/Renderer.cpp index 329a8c9a..e608a609 100644 --- a/src/render/Renderer.cpp +++ b/src/render/Renderer.cpp @@ -317,7 +317,11 @@ enum Visbility VIS_STREAMME }; +#ifdef FIX_BUGS +#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier) +#else #define LOD_DISTANCE 300.0f +#endif #define FADE_DISTANCE 20.0f #define STREAM_DISTANCE 30.0f @@ -419,6 +423,8 @@ CRenderer::SetupEntityVisibility(CEntity *ent) // whose draw dist is > LOD_DISTANCE-FADE_DISTANCE, i.e. 280 // because decreasing dist here makes the object visible above LOD_DISTANCE // before fading normally once below LOD_DISTANCE. + // aha! this must be a workaround for the fact that we're not taking + // the LOD multiplier into account here anywhere if(LOD_DISTANCE < dist && dist < mi->GetLargestLodDistance() + FADE_DISTANCE) dist += mi->GetLargestLodDistance() - LOD_DISTANCE; #endif @@ -751,14 +757,7 @@ CRenderer::ScanWorld(void) }else #endif { - if(f <= LOD_DISTANCE){ - poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); - poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); - poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x); - poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y); - poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x); - poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y); - }else{ + if(f > LOD_DISTANCE){ // priority poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); @@ -775,8 +774,16 @@ CRenderer::ScanWorld(void) poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y); poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x); poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y); + ScanSectorPoly(poly, 3, ScanSectorList); + }else{ + poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x); + poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y); + poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x); + poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y); + poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x); + poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y); + ScanSectorPoly(poly, 3, ScanSectorList); } - ScanSectorPoly(poly, 3, ScanSectorList); ScanBigBuildingList(CWorld::GetBigBuildingList(CGame::currLevel)); ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_GENERIC)); |