Fixed cold near oceans, faster meshing

This commit is contained in:
Joshua Barretto 2019-09-27 12:46:20 +01:00
parent 09197049cb
commit a90ceddde0
2 changed files with 4 additions and 6 deletions

View File

@ -63,10 +63,7 @@ fn get_ao_quad<V: ReadVol>(
if s1 && s2 {
0.0
} else {
let corner = vol
.get(pos + shift + offs[0] + offs[1])
.map(&is_opaque)
.unwrap_or(false);
let corner = vox_opaque(shift + offs[0] + offs[1]);
// Map both 1 and 2 neighbors to 0.5 occlusion.
if s1 || s2 || corner {
0.5
@ -131,7 +128,7 @@ fn create_quad<P: Pipeline, F: Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P
let darkness = darkness_ao.map(|e| e.0);
let ao = darkness_ao.map(|e| e.1);
let ao_map = ao.map(|e| e); //0.05 + e.powf(1.2) * 0.95);
let ao_map = ao.map(|e| 0.05 + e.powf(1.2) * 0.95);
if ao[0].min(ao[2]).min(darkness[0]).min(darkness[2])
< ao[1].min(ao[3]).min(darkness[1]).min(darkness[3])

View File

@ -246,7 +246,8 @@ impl WorldSim {
for y in pos.y - 1..=pos.y + 1 {
if x >= 0 && y >= 0 && x < WORLD_SIZE.x as i32 && y < WORLD_SIZE.y as i32 {
let posi = vec2_as_uniform_idx(Vec2::new(x, y));
if alt[posi].1.mul(CONFIG.mountain_scale) > 0.0 {
if alt[posi].1.mul(CONFIG.mountain_scale) > -8.0 {
// Account for warping in later stages
return false;
}
}