More detailed terrain tessellation in opengl renderer
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1 changed files with 2 additions and 2 deletions
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@ -37,7 +37,7 @@ ExplorerChunkTerrain::ExplorerChunkTerrain(OpenGLRenderer* renderer, double x, d
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lowest = 0.0;
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highest = 0.0;
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tessellation_count = 33;
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tessellation_count = 65;
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tessellated = new VertexArray<TerrainVertex>();
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tessellated->setGridSize(tessellation_count);
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tessellated->setAutoGridIndices(tessellation_count);
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@ -87,7 +87,7 @@ bool ExplorerChunkTerrain::maintain()
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{
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while (_tessellation_current_size < _tessellation_max_size)
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{
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int new_tessellation_size = _tessellation_current_size ? _tessellation_current_size * 4 : 2;
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int new_tessellation_size = _tessellation_current_size ? _tessellation_current_size * 4 : 4;
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int old_tessellation_inc = _tessellation_current_size ? _tessellation_max_size / _tessellation_current_size : 1;
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int new_tessellation_inc = _tessellation_max_size / new_tessellation_size;
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float internal_step = 1.0f / (float)_tessellation_max_size;
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