Reduce under the ground workload
As nobody (even developers) should go/see under the map.
This commit is contained in:
+1
-4
@@ -183,11 +183,8 @@ fn main() {
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case 17u:
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f_color = texture(tex17, v_tex_coords);
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break;
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case 18u:
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default: // case 18u:
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f_color = texture(tex18, v_tex_coords);
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break;
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default: // case 19u:
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f_color = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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"
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+2
-13
@@ -77,7 +77,6 @@ fn get_altitude(height_columns: &Vec<&str>, columns_index: usize) -> f32 {
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const SEABED_ALTITUDE: f32 = -100.0;
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// seabed altitude - biggest drop * tiles in a chunk * (chunks in a row - 1)
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const ALTITUDE_BETWEEN_CHUNKS: f32 = SEABED_ALTITUDE - 16.17 * 250.0 * 30.0;
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const BELOW_MAP_BIOME: u32 = 19;
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/// Returns a vertex buffer that should be rendered as `TrianglesList`.
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pub fn load_ground(display: &Display) -> VertexBufferAny {
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@@ -116,7 +115,6 @@ pub fn load_ground(display: &Display) -> VertexBufferAny {
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];
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// have deleted a few height files to make it work
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// TODO: use triangle strip
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let height_contents = fs::read_to_string(&format!(
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"Extensions/LemnosLife/Map/Altis/Ground/{}.height",
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file_name
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@@ -171,19 +169,10 @@ pub fn load_ground(display: &Display) -> VertexBufferAny {
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vertex_data.push(Vertex {
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altitude: ALTITUDE_BETWEEN_CHUNKS,
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index,
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biome: BELOW_MAP_BIOME,
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chunk,
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});
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// This vertex ends correctly the across chunks triangle under the ground.
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// It is useful to keep a specific color for the triangle under the ground.
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vertex_data.push(Vertex {
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altitude: column,
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index,
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biome: BELOW_MAP_BIOME,
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biome,
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chunk,
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});
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// This vertex defines the cursor ready to be used.
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// It resets the specific color for the triangle under the ground.
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vertex_data.push(Vertex {
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altitude: column,
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index,
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@@ -213,7 +202,7 @@ pub fn load_ground(display: &Display) -> VertexBufferAny {
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vertex_data.push(Vertex {
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altitude: ALTITUDE_BETWEEN_CHUNKS,
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index,
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biome: BELOW_MAP_BIOME,
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biome: 0,
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chunk,
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});
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i += 1;
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