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Drop fading setting
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3 changed files with 1 additions and 16 deletions
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@ -245,7 +245,7 @@ namespace MWRender
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globalDefines["radialFog"] = Settings::Manager::getBool("radial fog", "Shaders") ? "1" : "0";
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globalDefines["radialFog"] = Settings::Manager::getBool("radial fog", "Shaders") ? "1" : "0";
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float groundcoverDistance = (Constants::CellSizeInUnits * std::max(1, Settings::Manager::getInt("distance", "Groundcover")) - 1024) * 0.93;
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float groundcoverDistance = (Constants::CellSizeInUnits * std::max(1, Settings::Manager::getInt("distance", "Groundcover")) - 1024) * 0.93;
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globalDefines["groundcoverFadeStart"] = std::to_string(groundcoverDistance * Settings::Manager::getFloat("fade start", "Groundcover"));
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globalDefines["groundcoverFadeStart"] = std::to_string(groundcoverDistance * 0.9f);
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globalDefines["groundcoverFadeEnd"] = std::to_string(groundcoverDistance);
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globalDefines["groundcoverFadeEnd"] = std::to_string(groundcoverDistance);
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// It is unnecessary to stop/start the viewer as no frames are being rendered yet.
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// It is unnecessary to stop/start the viewer as no frames are being rendered yet.
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@ -16,18 +16,6 @@ so we can merge them to pages and animate them indifferently from distance from
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This setting can only be configured by editing the settings configuration file.
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This setting can only be configured by editing the settings configuration file.
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fade start
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----------
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:Type: floating point
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:Range: 0.0 to 1.0
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:Default: 0.85
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Determines on which distance from player groundcover fading starts.
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Does not work for meshes which textures do not have transparency (e.g. rocks).
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This setting can only be configured by editing the settings configuration file.
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density
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density
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-------
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-------
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@ -960,9 +960,6 @@ load unsupported nif files = false
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# enable separate groundcover handling
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# enable separate groundcover handling
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enabled = false
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enabled = false
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# configure groundcover fade out threshold
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fade start = 0.85
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# A groundcover density (0.0 <= value <= 1.0)
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# A groundcover density (0.0 <= value <= 1.0)
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# 1.0 means 100% density
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# 1.0 means 100% density
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density = 1.0
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density = 1.0
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