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possibly fixed broken crack textures on some machines

This commit is contained in:
Perttu Ahola 2010-12-29 21:53:42 +02:00
parent bcd9813acc
commit c32bd982e3
2 changed files with 42 additions and 15 deletions

View file

@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or
TODO: When player dies, throw items on map
TODO: Optimize day/night mesh updating somehow
- create copies of all textures for all lighting values and only
change texture for material?
- Umm... the collecting of the faces is the slow part
-> what about just changing the color values of the existing
meshbuffers? It should go quite fast.
TODO: Map generator version 2
Doing now:
@ -1614,8 +1621,8 @@ int main(int argc, char *argv[])
bool first_loop_after_window_activation = true;
// Time is in milliseconds
// NOTE: getRealTime() without run()s causes strange problems in wine
// NOTE: Have to call run() between calls of this to update the timer
// NOTE: getRealTime() causes strange problems in wine (imprecision?)
// NOTE: So we have to use getTime() and call run()s between them
u32 lasttime = device->getTimer()->getTime();
while(device->run())
@ -1862,9 +1869,13 @@ int main(int argc, char *argv[])
v3f camera_direction = v3f(0,0,1);
camera_direction.rotateYZBy(camera_pitch);
camera_direction.rotateXZBy(camera_yaw);
// This is at the height of the eyes of the current figure
v3f camera_position =
player_position + v3f(0, BS+BS/2, 0);
// This is more like in minecraft
/*v3f camera_position =
player_position + v3f(0, BS+BS*0.65, 0);*/
camera->setPosition(camera_position);
// *100.0 helps in large map coordinates