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2013.07.18.Log0878.txt

📄SVN 📅2013-07-18 💾1,9 KB 4 Parsed entries CON BUILD FIX

Revision r3962

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

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

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

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.
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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.
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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.
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