Fixed camera definition to avoid going underground in opengl view
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1 changed files with 2 additions and 2 deletions
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@ -199,8 +199,8 @@ void Scenery::getWater(WaterDefinition* water)
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void Scenery::checkCameraAboveGround()
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void Scenery::checkCameraAboveGround()
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{
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{
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Vector3 camera_location = camera->getLocation();
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Vector3 camera_location = camera->getLocation();
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double terrain_height = terrain->getInterpolatedHeight(camera_location.x, camera_location.z, 1, 1) + 0.5;
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double terrain_height = terrain->getInterpolatedHeight(camera_location.x, camera_location.z, 1, 1) + 2.0;
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double water_height = terrain->getWaterHeight() + 0.5;
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double water_height = terrain->getWaterHeight() + 1.0;
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if (camera_location.y < water_height || camera_location.y < terrain_height)
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if (camera_location.y < water_height || camera_location.y < terrain_height)
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{
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{
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double diff = ((water_height > terrain_height) ? water_height : terrain_height) - camera_location.y;
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double diff = ((water_height > terrain_height) ? water_height : terrain_height) - camera_location.y;
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