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authorWuzzy <Wuzzy2@mail.ru>2021-04-05 17:18:45 +0200
committersfan5 <sfan5@live.de>2021-04-09 22:33:45 +0200
commite89e6c8380ba5dc865f94b1cb4e6fd7e96369436 (patch)
tree44f3fcc5456fd66c417962e2403daf9aaa10a66d /src
parent57218aa9d1cdfcbb101987591b60beb6ab766ca9 (diff)
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Don't reseed stars when changing star count
Diffstat (limited to 'src')
-rw-r--r--src/client/sky.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/src/client/sky.cpp b/src/client/sky.cpp
index 44c8f1574..46a3f2621 100644
--- a/src/client/sky.cpp
+++ b/src/client/sky.cpp
@@ -57,6 +57,8 @@ Sky::Sky(s32 id, ITextureSource *tsrc, IShaderSource *ssrc) :
scene::ISceneNode(RenderingEngine::get_scene_manager()->getRootSceneNode(),
RenderingEngine::get_scene_manager(), id)
{
+ m_seed = (u64)myrand() << 32 | myrand();
+
setAutomaticCulling(scene::EAC_OFF);
m_box.MaxEdge.set(0, 0, 0);
m_box.MinEdge.set(0, 0, 0);
@@ -833,7 +835,6 @@ void Sky::setStarCount(u16 star_count, bool force_update)
// Allow force updating star count at game init.
if (m_star_params.count != star_count || force_update) {
m_star_params.count = star_count;
- m_seed = (u64)myrand() << 32 | myrand();
updateStars();
}
}