Fixed the terrain walker hitting displacement immediately at high quality
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5e769d8ed0
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5579045604
2 changed files with 3 additions and 3 deletions
1
TODO
1
TODO
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@ -2,7 +2,6 @@ Technology Preview 2 :
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- Add initial terrain offset so that the (0,0) coordinates are above water (to avoid starting at the middle of a sea).
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- Add initial terrain offset so that the (0,0) coordinates are above water (to avoid starting at the middle of a sea).
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- Use water height as 0.0 (offset the terrain).
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- Use water height as 0.0 (offset the terrain).
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- Add missing cloud models.
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- Add missing cloud models.
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- Fix the terrain walker hitting displacement immediately at high quality.
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- Finish material dialog.
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- Finish material dialog.
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- Finish texture dialog.
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- Finish texture dialog.
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- Fix rendering when inside a cloud layer, with other upper or lower layers.
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- Fix rendering when inside a cloud layer, with other upper or lower layers.
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@ -107,7 +107,7 @@ static Vector3 _getDetailNormal(SoftwareRenderer* renderer, Vector3 base_locatio
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pivot = VECTOR_UP;
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pivot = VECTOR_UP;
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}
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}
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dx = base_normal.crossProduct(pivot).normalize();
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dx = base_normal.crossProduct(pivot).normalize();
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dy = base_normal.crossProduct(dx);
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dy = base_normal.crossProduct(dx).normalize();
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/* Apply detail noise locally */
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/* Apply detail noise locally */
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Vector3 center, north, east, south, west;
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Vector3 center, north, east, south, west;
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@ -191,7 +191,8 @@ TexturesRenderer::TexturesResult TexturesRenderer::applyToTerrain(double x, doub
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if (info->presence > 0.0)
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if (info->presence > 0.0)
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{
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{
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Vector3 normal = _getDetailNormal(parent, terrain.location, terrain.normal, info->layer);
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Vector3 normal = _getDetailNormal(parent, terrain.location, terrain.normal, info->layer);
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info->color = parent->applyLightingToSurface(terrain.location, normal, *info->layer->material);
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Vector3 location(x, terrain.location.y, z);
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info->color = parent->applyLightingToSurface(location, normal, *info->layer->material);
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}
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}
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else
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else
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{
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{
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