Makefile.common: disable -Wstrict-overflow.
It didn't turn out that useful and was giving a warning with one of the preceding changes.
18 July 2013 · 5 commits by 1 author · SVN
------------------------------------------------------------------------ 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. ------------------------------------------------------------------------
It didn't turn out that useful and was giving a warning with one of the preceding changes.
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).
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.
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).
So there's no "jump" from vis!=0 to vis=0 making the texture appear brighter.