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Add compile time draw distance multiplier for testing.

In the future this should be a runtime option controlled by the game
configuration.
This commit is contained in:
Daniel Evans 2016-05-21 14:32:23 +01:00
parent 1a2a3811f9
commit d64f9a9ffc

View File

@ -15,6 +15,13 @@
#include <objects/CutsceneObject.hpp>
#include <items/InventoryItem.hpp>
constexpr float kDrawDistanceFactor = 1.0f;
constexpr float kWorldDrawDistanceFactor = kDrawDistanceFactor;
#if 0 // There's no distance based culling for these types of objects yet
constexpr float kVehicleDrawDistanceFactor = kDrawDistanceFactor;
constexpr float kPedestrianDrawDistanceFactor = kDrawDistanceFactor;
#endif
RenderKey createKey(bool transparent, float normalizedDepth, Renderer::Textures& textures)
{
return ((transparent?0x1:0x0) << 31)
@ -193,6 +200,7 @@ void renderInstance(GameWorld* world,
auto matrixModel = instance->getTimeAdjustedTransform(renderAlpha);
float mindist = glm::length(instance->getPosition()-camera.position) - instance->model->resource->getBoundingRadius();
mindist *= 1.f / kDrawDistanceFactor;
Model* model = nullptr;
ModelFrame* frame = nullptr;