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-rw-r--r--src/map.cpp91
1 files changed, 16 insertions, 75 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 696019f3a..e4992618d 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -1974,7 +1974,7 @@ double tree_amount_2d(u64 seed, v2s16 p)
{
double noise = noise2d_perlin(
0.5+(float)p.X/250, 0.5+(float)p.Y/250,
- seed+2, 5, 0.6);
+ seed+2, 5, 0.66);
double zeroval = -0.3;
if(noise < zeroval)
return 0;
@@ -2021,9 +2021,9 @@ double base_rock_level_2d(u64 seed, v2s16 p)
base = base2;*/
#if 1
// Higher ground level
- double higher = (double)WATER_LEVEL + 13. + 50. * noise2d_perlin(
- 0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
- seed+85039, 6, 0.69);
+ double higher = (double)WATER_LEVEL + 25. + 45. * noise2d_perlin(
+ 0.5+(float)p.X/250., 0.5+(float)p.Y/250.,
+ seed+85039, 5, 0.69);
//higher = 30; // For debugging
// Limit higher to at least base
@@ -2042,7 +2042,7 @@ double base_rock_level_2d(u64 seed, v2s16 p)
//double b = 20;
// Offset to more low
- double a_off = -0.3;
+ double a_off = -0.15;
// High/low selector
/*double a = 0.5 + b * (a_off + noise2d_perlin(
0.5+(float)p.X/500., 0.5+(float)p.Y/500.,
@@ -2414,12 +2414,12 @@ MapChunk* ServerMap::generateChunkRaw(v2s16 chunkpos,
/*
Make dungeons
*/
- //u32 dungeons_count = relative_volume / 600000;
- /*u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
+ u32 dungeons_count = relative_volume / 600000;
+ u32 bruises_count = relative_volume * stone_surface_max_y / 40000000;
if(stone_surface_max_y < WATER_LEVEL)
- bruises_count = 0;*/
- u32 dungeons_count = 0;
- u32 bruises_count = 0;
+ bruises_count = 0;
+ /*u32 dungeons_count = 0;
+ u32 bruises_count = 0;*/
for(u32 jj=0; jj<dungeons_count+bruises_count; jj++)
{
s16 min_tunnel_diameter = 2;
@@ -5116,6 +5116,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
timecheck_counter++;
if(timecheck_counter > 50)
{
+ timecheck_counter = 0;
int time2 = time(0);
if(time2 > time1 + 4)
{
@@ -5167,71 +5168,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
continue;
}
-#if 0
- v3s16 blockpos_nodes = block->getPosRelative();
-
- // Block center position
- v3f blockpos(
- ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
- ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
- ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
- );
-
- // Block position relative to camera
- v3f blockpos_relative = blockpos - camera_position;
-
- // Distance in camera direction (+=front, -=back)
- f32 dforward = blockpos_relative.dotProduct(camera_direction);
-
- // Total distance
- f32 d = blockpos_relative.getLength();
-
- if(m_control.range_all == false)
- {
- // If block is far away, don't draw it
- if(d > m_control.wanted_range * BS)
- continue;
- }
-
- // Maximum radius of a block
- f32 block_max_radius = 0.5*1.44*1.44*MAP_BLOCKSIZE*BS;
-
- // If block is (nearly) touching the camera, don't
- // bother validating further (that is, render it anyway)
- if(d > block_max_radius * 1.5)
- {
- // Cosine of the angle between the camera direction
- // and the block direction (camera_direction is an unit vector)
- f32 cosangle = dforward / d;
-
- // Compensate for the size of the block
- // (as the block has to be shown even if it's a bit off FOV)
- // This is an estimate.
- cosangle += block_max_radius / dforward;
-
- // If block is not in the field of view, skip it
- //if(cosangle < cos(FOV_ANGLE/2))
- if(cosangle < cos(FOV_ANGLE/2. * 4./3.))
- continue;
- }
-#endif
-#if 0
- v3s16 blockpos_nodes = block->getPosRelative();
-
- // Block center position
- v3f blockpos(
- ((float)blockpos_nodes.X + MAP_BLOCKSIZE/2) * BS,
- ((float)blockpos_nodes.Y + MAP_BLOCKSIZE/2) * BS,
- ((float)blockpos_nodes.Z + MAP_BLOCKSIZE/2) * BS
- );
-
- // Block position relative to camera
- v3f blockpos_relative = blockpos - camera_position;
-
- // Total distance
- f32 d = blockpos_relative.getLength();
-#endif
-
#if 1
/*
Update expired mesh
@@ -5324,6 +5260,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Render transparent on transparent pass and likewise.
if(transparent == is_transparent_pass)
{
+ /*
+ This *shouldn't* hurt too much because Irrlicht
+ doesn't change opengl textures if the old
+ material is set again.
+ */
driver->setMaterial(buf->getMaterial());
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();