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author | ANAND <ClobberXD@gmail.com> | 2020-03-29 02:23:55 +0530 |
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committer | GitHub <noreply@github.com> | 2020-03-28 21:53:55 +0100 |
commit | 13b228513e5bafafb78924cf301dae873d5d93f6 (patch) | |
tree | a76791ec8d233365b6dd8154a9f840c10c10b915 | |
parent | c6d6358b9283718bda1963f6f0b3b4363d477477 (diff) | |
download | minetest-13b228513e5bafafb78924cf301dae873d5d93f6.tar.gz minetest-13b228513e5bafafb78924cf301dae873d5d93f6.tar.bz2 minetest-13b228513e5bafafb78924cf301dae873d5d93f6.zip |
Ignore near_plane setting on non-Android platforms (#8749)
Camera's near-plane will be hard-coded to 0.1 on all non-Android platforms. The upper-bound of this setting has been reduced to 0.25, as 0.5 is just way too high.
-rw-r--r-- | builtin/settingtypes.txt | 6 | ||||
-rw-r--r-- | minetest.conf.example | 61 | ||||
-rw-r--r-- | src/client/camera.cpp | 13 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 2 |
4 files changed, 45 insertions, 37 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index 2e84138a4..1f2889b45 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -623,11 +623,11 @@ pause_on_lost_focus (Pause on lost window focus) bool false # View distance in nodes. viewing_range (Viewing range) int 100 20 4000 -# Camera 'near clipping plane' distance in nodes, between 0 and 0.5. -# Most users will not need to change this. +# Camera 'near clipping plane' distance in nodes, between 0 and 0.25 +# Only works on GLES platforms. Most users will not need to change this. # Increasing can reduce artifacting on weaker GPUs. # 0.1 = Default, 0.25 = Good value for weaker tablets. -near_plane (Near clipping plane) float 0.1 0 0.5 +near_plane (Near plane) float 0.1 0 0.25 # Width component of the initial window size. screen_w (Screen width) int 1024 1 diff --git a/minetest.conf.example b/minetest.conf.example index 4b5562649..5bc41a9a4 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -713,11 +713,11 @@ # type: int min: 20 max: 4000 # viewing_range = 100 -# Camera 'near clipping plane' distance in nodes, between 0 and 0.5. -# Most users will not need to change this. +# Camera 'near clipping plane' distance in nodes, between 0 and 0.25 +# Only works on GLES platforms. Most users will not need to change this. # Increasing can reduce artifacting on weaker GPUs. # 0.1 = Default, 0.25 = Good value for weaker tablets. -# type: float min: 0 max: 0.5 +# type: float min: 0 max: 0.25 # near_plane = 0.1 # Width component of the initial window size. @@ -1371,7 +1371,7 @@ # ask_reconnect_on_crash = false # From how far clients know about objects, stated in mapblocks (16 nodes). -# +# # Setting this larger than active_block_range will also cause the server # to maintain active objects up to this distance in the direction the # player is looking. (This can avoid mobs suddenly disappearing from view) @@ -1920,7 +1920,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -1933,7 +1933,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining giant caverns. @@ -1946,7 +1946,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining terrain. @@ -1972,7 +1972,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen V6 @@ -2312,7 +2312,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining structure of river canyon walls. @@ -2325,7 +2325,7 @@ # octaves = 4, # persistence = 0.75, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining giant caverns. @@ -2338,7 +2338,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # First of two 3D noises that together define tunnels. @@ -2351,7 +2351,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2364,7 +2364,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -2377,7 +2377,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Carpathian @@ -2620,7 +2620,7 @@ # octaves = 5, # persistence = 0.55, # lacunarity = 2.0, -# flags = +# flags = # } # First of two 3D noises that together define tunnels. @@ -2633,7 +2633,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2646,7 +2646,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise defining giant caverns. @@ -2659,7 +2659,7 @@ # octaves = 5, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -2672,7 +2672,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Flat @@ -2782,7 +2782,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2795,7 +2795,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -2808,7 +2808,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Fractal @@ -2982,7 +2982,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -2995,7 +2995,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # 3D noise that determines number of dungeons per mapchunk. @@ -3008,7 +3008,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Mapgen Valleys @@ -3098,7 +3098,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # Second of two 3D noises that together define tunnels. @@ -3111,7 +3111,7 @@ # octaves = 3, # persistence = 0.5, # lacunarity = 2.0, -# flags = +# flags = # } # The depth of dirt or other biome filler node. @@ -3137,7 +3137,7 @@ # octaves = 6, # persistence = 0.63, # lacunarity = 2.0, -# flags = +# flags = # } # Defines large-scale river channel structure. @@ -3189,7 +3189,7 @@ # octaves = 6, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } # Amplifies the valleys. @@ -3228,7 +3228,7 @@ # octaves = 2, # persistence = 0.8, # lacunarity = 2.0, -# flags = +# flags = # } ## Advanced @@ -3292,4 +3292,3 @@ # so see a full list at https://content.minetest.net/help/content_flags/ # type: string # contentdb_flag_blacklist = nonfree, desktop_default - diff --git a/src/client/camera.cpp b/src/client/camera.cpp index 7062e4531..871ea709d 100644 --- a/src/client/camera.cpp +++ b/src/client/camera.cpp @@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "camera.h" #include "debug.h" #include "client.h" +#include "config.h" #include "map.h" #include "clientmap.h" // MapDrawControl #include "player.h" @@ -569,10 +570,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, f32 tool_r void Camera::updateViewingRange() { f32 viewing_range = g_settings->getFloat("viewing_range"); - f32 near_plane = g_settings->getFloat("near_plane"); + + // Ignore near_plane setting on all other platforms to prevent abuse +#if ENABLE_GLES + m_cameranode->setNearValue(rangelim( + g_settings->getFloat("near_plane"), 0.0f, 0.25f) * BS); +#else + m_cameranode->setNearValue(0.1f * BS); +#endif m_draw_control.wanted_range = std::fmin(adjustDist(viewing_range, getFovMax()), 4000); - m_cameranode->setNearValue(rangelim(near_plane, 0.0f, 0.5f) * BS); if (m_draw_control.range_all) { m_cameranode->setFarValue(100000.0); return; @@ -600,7 +607,7 @@ void Camera::wield(const ItemStack &item) void Camera::drawWieldedTool(irr::core::matrix4* translation) { - // Clear Z buffer so that the wielded tool stay in front of world geometry + // Clear Z buffer so that the wielded tool stays in front of world geometry m_wieldmgr->getVideoDriver()->clearZBuffer(); // Draw the wielded node (in a separate scene manager) diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index b6e385a90..472522bf4 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -165,7 +165,9 @@ void set_default_settings(Settings *settings) settings->setDefault("fps_max", "60"); settings->setDefault("pause_fps_max", "20"); settings->setDefault("viewing_range", "100"); +#if ENABLE_GLES settings->setDefault("near_plane", "0.1"); +#endif settings->setDefault("screen_w", "1024"); settings->setDefault("screen_h", "600"); settings->setDefault("autosave_screensize", "true"); |