Increased renderdistance a bit to prevent popping of chunks.
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@ -55,10 +55,10 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
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glm::mat4* viewProjectionMatrix, std::vector<glm::mat4>* shadowVPs) {
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int renderDistance = 0;
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int renderDistance = 0;
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if ((int)farPlane % chunkSize == 0) {
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if ((int)farPlane % chunkSize == 0) {
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renderDistance = (int)skydomeSize/chunkSize;
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renderDistance = (((int)skydomeSize)+chunkSize/2)/chunkSize;
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}
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}
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else {
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else {
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renderDistance = ((int)skydomeSize/chunkSize) + 1;
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renderDistance = ((((int)skydomeSize)+chunkSize/2)/chunkSize) + 1;
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}
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}
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int xPosition = ((int)cameraCenter->getPosition().x + (terrain.getHeightmapWidth()/2))/chunkSize;
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int xPosition = ((int)cameraCenter->getPosition().x + (terrain.getHeightmapWidth()/2))/chunkSize;
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int zPosition = ((int)cameraCenter->getPosition().z + (terrain.getHeightmapHeight()/2))/chunkSize;
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int zPosition = ((int)cameraCenter->getPosition().z + (terrain.getHeightmapHeight()/2))/chunkSize;
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