small map tweak

actorid
scrawl 13 years ago
parent f6a6684685
commit 3daf1ebc3f

@ -326,8 +326,8 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
MWBase::Environment::get().getWindowManager()->setPlayerDir(playerdirection.x, -playerdirection.z);
// explore radius (squared)
const float sqrExploreRadius = 0.01 * sFogOfWarResolution*sFogOfWarResolution;
const float exploreRadius = 0.1 * sFogOfWarResolution; // explore radius from 0 to sFogOfWarResolution
const float sqrExploreRadius = (mInterior ? 0.01 : 0.09) * sFogOfWarResolution*sFogOfWarResolution;
const float exploreRadius = (mInterior ? 0.1 : 0.3) * sFogOfWarResolution; // explore radius from 0 to sFogOfWarResolution
const float exploreRadiusUV = exploreRadius / sFogOfWarResolution; // explore radius from 0 to 1 (UV space)
int intExtMult = mInterior ? 1 : -1; // interior and exterior have reversed Y coordinates (interior: top to bottom)
@ -364,7 +364,11 @@ void LocalMap::updatePlayer (const Ogre::Vector3& position, const Ogre::Quaterni
{
for (int texU = 0; texU<sFogOfWarResolution; ++texU)
{
float sqrDist = Math::Sqr((texU + mx*sFogOfWarResolution) - u*sFogOfWarResolution) + Math::Sqr((texV + my*sFogOfWarResolution) - v*sFogOfWarResolution);
// fix into range of 0 ... sFogOfWarResolution
int _texU = texU * (float(sFogOfWarResolution+1) / float(sFogOfWarResolution));
int _texV = texV * (float(sFogOfWarResolution+1) / float(sFogOfWarResolution));
float sqrDist = Math::Sqr((_texU + mx*sFogOfWarResolution) - u*sFogOfWarResolution) + Math::Sqr((_texV + my*sFogOfWarResolution) - v*sFogOfWarResolution);
uint32 clr = mBuffers[texName][i];
uint8 alpha = (clr >> 24);
alpha = std::min( alpha, (uint8) (std::max(0.f, std::min(1.f, (sqrDist/sqrExploreRadius)))*255) );

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