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-rw-r--r--src/main.cpp17
1 files changed, 14 insertions, 3 deletions
diff --git a/src/main.cpp b/src/main.cpp
index a5b9ba0d5..fd13652cf 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or
TODO: When player dies, throw items on map
+TODO: Optimize day/night mesh updating somehow
+ - create copies of all textures for all lighting values and only
+ change texture for material?
+ - Umm... the collecting of the faces is the slow part
+ -> what about just changing the color values of the existing
+ meshbuffers? It should go quite fast.
+
TODO: Map generator version 2
Doing now:
@@ -1614,8 +1621,8 @@ int main(int argc, char *argv[])
bool first_loop_after_window_activation = true;
// Time is in milliseconds
- // NOTE: getRealTime() without run()s causes strange problems in wine
- // NOTE: Have to call run() between calls of this to update the timer
+ // NOTE: getRealTime() causes strange problems in wine (imprecision?)
+ // NOTE: So we have to use getTime() and call run()s between them
u32 lasttime = device->getTimer()->getTime();
while(device->run())
@@ -1862,9 +1869,13 @@ int main(int argc, char *argv[])
v3f camera_direction = v3f(0,0,1);
camera_direction.rotateYZBy(camera_pitch);
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);
+ // This is more like in minecraft
+ /*v3f camera_position =
+ player_position + v3f(0, BS+BS*0.65, 0);*/
camera->setPosition(camera_position);
// *100.0 helps in large map coordinates