Increased rendering distance

This commit is contained in:
Michaël Lemaire 2013-07-03 17:48:54 +02:00
parent d8695803b4
commit e90c8be5a4
3 changed files with 4 additions and 4 deletions

View file

@ -3,7 +3,7 @@
#ifndef _PAYSAGES_ATMOSPHERE_PRIVATE_H_
#define _PAYSAGES_ATMOSPHERE_PRIVATE_H_
#define SPHERE_SIZE 10000.0
#define SPHERE_SIZE 20000.0
/* Factor to convert software units to kilometers */
#define WORLD_SCALING 0.05

View file

@ -159,9 +159,9 @@ void terrainGetTessellationInfo(Renderer* renderer, FuncTerrainTessellationCallb
double cx = cam.x - fmod(cam.x, base_chunk_size);
double cz = cam.z - fmod(cam.x, base_chunk_size);
while (radius_int < 5000.0)
while (radius_int < 20000.0)
{
progress = radius_int / 5000.0;
progress = radius_int / 20000.0;
for (i = 0; i < chunk_count - 1; i++)
{
_getChunk(renderer, &chunk, cx - radius_ext + chunk_size * i, cz - radius_ext, chunk_size, displaced);

View file

@ -54,7 +54,7 @@ void waterRenderSurface(Renderer* renderer)
radius_ext = base_chunk_size;
chunk_size = base_chunk_size;
while (radius_int < 5000.0)
while (radius_int < 20000.0)
{
if (!renderer->addRenderProgress(renderer, 0.0))
{