paysages : Small fixes.
git-svn-id: https://subversion.assembla.com/svn/thunderk/paysages@430 b1fd45b6-86a6-48da-8261-f70d1f35bdcc
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3 changed files with 9 additions and 8 deletions
3
TODO
3
TODO
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@ -11,7 +11,8 @@ Technology Preview 2 :
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=> Find a proper model for night sky (maybe Shirley)
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- InputInt doesn't honor small_step.
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- Keep skydome lights in cache for a render.
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- Add buttons to restore "auto" default values in tabs and dialogs.
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- Add buttons to restore "auto" default values in tabs and dialogs (with several auto presets).
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- Clouds should keep distance to ground.
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- Add "hardness to light" and shadow control ("minimum lighting") to material.
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Technlogy Preview 3 :
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@ -80,7 +80,7 @@ void autoGenRealisticLandscape(int seed)
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/* Water */
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water = waterCreateDefinition();
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water.height = -5.0;
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water.height = -4.0;
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water.transparency = 0.5;
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water.reflection = 0.4;
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water.transparency_depth = 6.0;
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@ -89,11 +89,11 @@ CloudsLayerDefinition* cloudsLayerCreateDefinition()
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result->lighttraversal = 7.0;
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result->minimumlight = 0.4;
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result->shape_scaling = 10.0;
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result->edge_scaling = 0.3;
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result->edge_length = 0.4;
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result->base_coverage = 0.35;
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result->edge_scaling = 0.8;
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result->edge_length = 0.3;
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result->base_coverage = 0.4;
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result->shape_noise = noiseCreateGenerator();
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noiseAddLevelsSimple(result->shape_noise, 6, 1.0, 1.0);
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noiseAddLevelsSimple(result->shape_noise, 2, 1.0, 1.0);
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noiseSetFunctionParams(result->shape_noise, NOISE_FUNCTION_SIMPLEX, 0.3);
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result->edge_noise = noiseCreateGenerator();
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noiseAddLevelsSimple(result->edge_noise, 8, 1.0, 1.0);
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@ -278,7 +278,7 @@ static inline Vector3 _getNormal(CloudsLayerDefinition* layer, Vector3 position,
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static int _optimizeSearchLimits(CloudsLayerDefinition* layer, Vector3* start, Vector3* end)
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{
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Vector3 diff;
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if (start->y > layer->lower_altitude + layer->thickness)
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{
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if (end->y >= layer->lower_altitude + layer->thickness)
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@ -314,7 +314,7 @@ static int _optimizeSearchLimits(CloudsLayerDefinition* layer, Vector3* start, V
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else /* start is inside layer */
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{
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diff = v3Sub(*end, *start);
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if (end->y > layer->thickness)
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if (end->y > layer->lower_altitude + layer->thickness)
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{
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*end = v3Add(*start, v3Scale(diff, (layer->lower_altitude + layer->thickness - start->y) / diff.y));
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}
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