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authorPerttu Ahola <celeron55@gmail.com>2011-04-03 12:14:23 +0300
committerPerttu Ahola <celeron55@gmail.com>2011-04-03 12:14:23 +0300
commitee89e29ae10d58a2a3d00641f4e459600a49e09e (patch)
treec15415dae2e47243a5f89d754a646ef8b6ff65f1 /src/main.cpp
parent685a635aea4a5c61b899e36ef87ece3d5f9e25a9 (diff)
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Revert mapgen to best working version (2)
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp34
1 files changed, 8 insertions, 26 deletions
diff --git a/src/main.cpp b/src/main.cpp
index fb1b2d8fd..b069ee87f 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -259,11 +259,11 @@ FEATURE: Erosion simulation at map generation time
- Simulate rock falling from cliffs when water has removed
enough solid rock from the bottom
-Mapgen v2 (not doing):
+Mapgen v2:
* only_from_disk might not work anymore - check and fix it.
* Make the generator to run in background and not blocking block
placement and transfer
-* Add some kind of erosion and other stuff that now is possible
+* Possibly add some kind of erosion and other stuff
* Make client to fetch stuff asynchronously
- Needs method SyncProcessData
* Better water generation (spread it to underwater caverns but don't
@@ -273,28 +273,6 @@ Mapgen v2 (not doing):
the other chunk making nasty straight walls when the other chunk
is generated. Fix it.
-Mapgen v4 (not doing):
-* only_from_disk might not work anymore - check and fix it.
-* Make the generator to run in background and not blocking block
- placement and transfer
-* Make chunks to be tiled vertically too
-* MAKE IT FASTER
-
-Mapgen v3 (not doing):
-* Generate trees better
- - Add a "trees_added" flag to sector, or something
-* How 'bout making turbulence controlled so that for a given 2d position
- it can be completely turned off, and is usually so. This way generation
- can be sped up a lot.
-* Add a way to generate a block partly, so that trees are not added, like
- the chunks in v2
-* Add mud "discretely", not by guessing from the noise
-
-Mapgen v4:
-* This will be the final way.
-* Generate blocks in the same way as chunks, by copying a VoxelManipulator
- from the map that is one block larger in all directions.
-
Misc. stuff:
------------
* Make an "environment metafile" to store at least time of day
@@ -1275,6 +1253,7 @@ void draw_hotbar(video::IVideoDriver *driver, gui::IGUIFont *font,
}
}
+#if 0
video::ITexture *g_map_plot_texture = NULL;
float g_map_plot_texture_scale = 4;
@@ -1416,6 +1395,7 @@ void updateMapPlotTexture(v2f centerpos, video::IVideoDriver* driver,
img->drop();
assert(g_map_plot_texture);
}
+#endif
// Chat data
struct ChatLine
@@ -3219,7 +3199,7 @@ int main(int argc, char *argv[])
x++;
}
}
-
+#if 0
/*
Draw map plot
*/
@@ -3234,7 +3214,7 @@ int main(int argc, char *argv[])
core::rect<s32> source(v2s32(0,0), g_map_plot_texture->getSize());
driver->draw2DImage(g_map_plot_texture, dest, source);
}
-
+#endif
/*
Draw crosshair
*/
@@ -3277,6 +3257,7 @@ int main(int argc, char *argv[])
End of drawing
*/
+#if 0
/*
Refresh map plot if player has moved considerably
*/
@@ -3291,6 +3272,7 @@ int main(int argc, char *argv[])
}
g_refresh_map_plot = false;
}
+#endif
static s16 lastFPS = 0;
//u16 fps = driver->getFPS();