Revision r3962
👤 helixhorned
📅 2013-07-18 11:08:15 -0700 (Thu, 18 Jul 2013)
Polymer/ART mapping: fix formula for globalvisibility.
Also, very slightly tweak a factor toward a "brighter" (farther visible)
scene overall to account for the "circular" nature of the fragment distance
(as opposed to an "ortho" distance in Build).
Revision r3961
👤 helixhorned
📅 2013-07-18 11:08:13 -0700 (Thu, 18 Jul 2013)
Retire global 'lastvisinc'.
It was only ever used as upper bound to the time that a visibility change
decays, but since it does that in an exponential fashion, there's really
no point.
Revision r3960
👤 helixhorned
📅 2013-07-18 11:08:11 -0700 (Thu, 18 Jul 2013)
Make vis decay with time independent of FPS, treat p->visibility<0 like 0.
Now, if p->visibility differs from the constant visibility, the former converges
toward the latter by three-quartering the difference each second totalclock
increment (1/60th second).
Negative player visibilities are not handled consistently throughout the
different renderers, so make it look the same as 0 (can view to infinity).
Revision r3959
👤 helixhorned
📅 2013-07-18 11:08:10 -0700 (Thu, 18 Jul 2013)
Polymodes: properly calc start/end fog dist for r_usenewshading=2, vis=0, shade>0
So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.
------------------------------------------------------------------------
Contenuto Raw
------------------------------------------------------------------------
r3963 | helixhorned | 2013-07-18 11:08:16 -0700 (Thu, 18 Jul 2013) | 4 lines
Makefile.common: disable -Wstrict-overflow.
It didn't turn out that useful and was giving a warning with one of the
preceding changes.
------------------------------------------------------------------------
r3962 | helixhorned | 2013-07-18 11:08:15 -0700 (Thu, 18 Jul 2013) | 5 lines
Polymer/ART mapping: fix formula for globalvisibility.
Also, very slightly tweak a factor toward a "brighter" (farther visible)
scene overall to account for the "circular" nature of the fragment distance
(as opposed to an "ortho" distance in Build).
------------------------------------------------------------------------
r3961 | helixhorned | 2013-07-18 11:08:13 -0700 (Thu, 18 Jul 2013) | 5 lines
Retire global 'lastvisinc'.
It was only ever used as upper bound to the time that a visibility change
decays, but since it does that in an exponential fashion, there's really
no point.
------------------------------------------------------------------------
r3960 | helixhorned | 2013-07-18 11:08:11 -0700 (Thu, 18 Jul 2013) | 7 lines
Make vis decay with time independent of FPS, treat p->visibility<0 like 0.
Now, if p->visibility differs from the constant visibility, the former converges
toward the latter by three-quartering the difference each second totalclock
increment (1/60th second).
Negative player visibilities are not handled consistently throughout the
different renderers, so make it look the same as 0 (can view to infinity).
------------------------------------------------------------------------
r3959 | helixhorned | 2013-07-18 11:08:10 -0700 (Thu, 18 Jul 2013) | 3 lines
Polymodes: properly calc start/end fog dist for r_usenewshading=2, vis=0, shade>0
So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.
------------------------------------------------------------------------