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possibly fixed broken crack textures on some machines
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parent
bcd9813acc
commit
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2 changed files with 42 additions and 15 deletions
17
src/main.cpp
17
src/main.cpp
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@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or
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TODO: When player dies, throw items on map
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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change texture for material?
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- Umm... the collecting of the faces is the slow part
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-> what about just changing the color values of the existing
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meshbuffers? It should go quite fast.
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TODO: Map generator version 2
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Doing now:
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@ -1614,8 +1621,8 @@ int main(int argc, char *argv[])
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bool first_loop_after_window_activation = true;
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// Time is in milliseconds
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// NOTE: getRealTime() without run()s causes strange problems in wine
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// NOTE: Have to call run() between calls of this to update the timer
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// NOTE: getRealTime() causes strange problems in wine (imprecision?)
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// NOTE: So we have to use getTime() and call run()s between them
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u32 lasttime = device->getTimer()->getTime();
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while(device->run())
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@ -1862,9 +1869,13 @@ int main(int argc, char *argv[])
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v3f camera_direction = v3f(0,0,1);
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camera_direction.rotateYZBy(camera_pitch);
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camera_direction.rotateXZBy(camera_yaw);
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// This is at the height of the eyes of the current figure
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v3f camera_position =
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player_position + v3f(0, BS+BS/2, 0);
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// This is more like in minecraft
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/*v3f camera_position =
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player_position + v3f(0, BS+BS*0.65, 0);*/
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camera->setPosition(camera_position);
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// *100.0 helps in large map coordinates
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