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authorParamat <paramat@users.noreply.github.com>2019-10-24 01:08:49 +0100
committerGitHub <noreply@github.com>2019-10-24 01:08:49 +0100
commit1f142ec06fc146464822a322fdf39bddb680bfe6 (patch)
tree3b508ac3a0a59ff07e41e6c33a42c1e30b10c175 /games/minimal/mods/bucket/textures/bucket.png
parentcd35949cd07dff9f64f982b7a28999b89dfbeb5a (diff)
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Improve light curve parameter limits and documentation (#9054)
Revert gamma upper limit to 3.0 because that was raised based on a misunderstanding and had no benefit. A sane upper limit is needed as players on a competitive server tend to use the maximum. Set gamma lower limit to 0.33 for consistency with 3.0. Set sane limits on alpha, beta, boost and enforce these in code to limit values entered in minetest.conf and to avoid easy cheating by editing settingtypes.txt. Improve documentation and 'readable' setting names. Clarify that gamma does not significantly affect natural night light. light.cpp: Various codestyle and comment improvements.
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/span> Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com> Copyright (C) 2013 Kahrl <kahrl@gmx.net> This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include <IMaterialRendererServices.h> #include "irrlichttypes_bloated.h" #include <string> class IGameDef; /* shader.{h,cpp}: Shader handling stuff. */ /* Gets the path to a shader by first checking if the file name_of_shader/filename exists in shader_path and if not, using the data path. If not found, returns "". Utilizes a thread-safe cache. */ std::string getShaderPath(const std::string &name_of_shader, const std::string &filename); struct ShaderInfo { std::string name = ""; video::E_MATERIAL_TYPE base_material = video::EMT_SOLID; video::E_MATERIAL_TYPE material = video::EMT_SOLID; u8 drawtype = 0; u8 material_type = 0; ShaderInfo() = default; virtual ~ShaderInfo() = default; }; /* Setter of constants for shaders */ namespace irr { namespace video { class IMaterialRendererServices; } } class IShaderConstantSetter { public: virtual ~IShaderConstantSetter() = default; virtual void onSetConstants(video::IMaterialRendererServices *services,