forked from mirror/openmw-tes3mp
Don't use a different setting for distant viewing distance
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41669467ae
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01dbac7b15
3 changed files with 4 additions and 15 deletions
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@ -53,7 +53,6 @@
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namespace
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{
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float DLRenderDistance;
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float DLLandFogStart;
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float DLLandFogEnd;
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float DLUnderwaterFogStart;
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@ -231,7 +230,6 @@ namespace MWRender
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mWater.reset(new Water(mRootNode, sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(), fallback, resourcePath));
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DLRenderDistance = Settings::Manager::getFloat("distant viewing distance", "Camera");
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DLLandFogStart = Settings::Manager::getFloat("distant land fog start", "Fog");
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DLLandFogEnd = Settings::Manager::getFloat("distant land fog end", "Fog");
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DLUnderwaterFogStart = Settings::Manager::getFloat("distant underwater fog start", "Fog");
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@ -312,10 +310,8 @@ namespace MWRender
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mFirstPersonFieldOfView = Settings::Manager::getFloat("first person field of view", "Camera");
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mStateUpdater->setFogEnd(mViewDistance);
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mFarClip = mDistantTerrain ? DLRenderDistance : mViewDistance;
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("near", mNearClip));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mFarClip));
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mRootNode->getOrCreateStateSet()->addUniform(new osg::Uniform("far", mViewDistance));
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mUniformNear = mRootNode->getOrCreateStateSet()->getUniform("near");
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mUniformFar = mRootNode->getOrCreateStateSet()->getUniform("far");
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@ -680,7 +676,7 @@ namespace MWRender
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rttCamera->setRenderOrder(osg::Camera::PRE_RENDER);
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rttCamera->setReferenceFrame(osg::Camera::ABSOLUTE_RF);
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rttCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT, osg::Camera::PIXEL_BUFFER_RTT);
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rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mFarClip);
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rttCamera->setProjectionMatrixAsPerspective(mFieldOfView, w/float(h), mNearClip, mViewDistance);
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rttCamera->setViewMatrix(mViewer->getCamera()->getViewMatrix());
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rttCamera->setViewport(0, 0, w, h);
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@ -945,10 +941,10 @@ namespace MWRender
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float fov = mFieldOfView;
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if (mFieldOfViewOverridden)
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fov = mFieldOfViewOverride;
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mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mFarClip);
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mViewer->getCamera()->setProjectionMatrixAsPerspective(fov, aspect, mNearClip, mViewDistance);
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mUniformNear->set(mNearClip);
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mUniformFar->set(mFarClip);
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mUniformFar->set(mViewDistance);
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}
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void RenderingManager::updateTextureFiltering()
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@ -1008,8 +1004,6 @@ namespace MWRender
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else if (it->first == "Camera" && it->second == "viewing distance")
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{
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mViewDistance = Settings::Manager::getFloat("viewing distance", "Camera");
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if(!mDistantTerrain)
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mFarClip = mViewDistance;
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if(!mDistantFog)
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mStateUpdater->setFogEnd(mViewDistance);
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updateProjectionMatrix();
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@ -254,7 +254,6 @@ namespace MWRender
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float mNightEyeFactor;
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float mNearClip;
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float mFarClip;
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float mViewDistance;
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bool mDistantFog : 1;
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bool mDistantTerrain : 1;
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@ -25,10 +25,6 @@ small feature culling pixel size = 2.0
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# can dramatically affect performance, see documentation for details.
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viewing distance = 6666.0
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# Maximum visible distance for distant terrain. Caution: setting this too high
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# can increase the chance for Z-fighting (flickering artifacts).
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distant viewing distance = 40960
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# Camera field of view in degrees (e.g. 30.0 to 110.0).
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# Does not affect the player's hands in the first person camera.
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field of view = 55.0
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