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authorPerttu Ahola <celeron55@gmail.com>2011-01-25 09:30:49 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-01-25 09:30:49 +0200
commitde3fdba568cf0b05e8fe0ec7fb11552416474093 (patch)
tree65225261d60d8e7f6a2eaaee35c49f61767c7fdd /src/main.cpp
parent39fbf1527308993cea7e0d2235ee1687e80d9755 (diff)
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Tweaking around
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp10
1 files changed, 4 insertions, 6 deletions
diff --git a/src/main.cpp b/src/main.cpp
index d2f8a6b9d..858d25fa1 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -252,9 +252,6 @@ TODO: Change AttributeList to split the area into smaller sections so
TODO: Change AttributeList to be 2D, as it would be too slow to search
in 3D fields anyway.
-FIXME: The new pre-sunlight-propagation code messes up with initial
- water lighting. Does it any more?
-
TODO: Remove HMParams
TODO: Flowing water to actually contain flow direction information
@@ -2119,9 +2116,9 @@ int main(int argc, char *argv[])
camera_direction.rotateXZBy(camera_yaw);
// This is at the height of the eyes of the current figure
- v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
+ //v3f camera_position = player_position + v3f(0, BS+BS/2, 0);
// This is more like in minecraft
- //v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
+ v3f camera_position = player_position + v3f(0, BS+BS*0.625, 0);
camera->setPosition(camera_position);
// *100.0 helps in large map coordinates
@@ -2752,7 +2749,8 @@ int main(int argc, char *argv[])
//TimeTaker //timer10("//timer10");
video::SMaterial m;
- m.Thickness = 10;
+ //m.Thickness = 10;
+ m.Thickness = 3;
m.Lighting = false;
driver->setMaterial(m);