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FINAL
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JakubNei committed Apr 24, 2017
1 parent c1dea28 commit 9b7be0c
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Showing 6 changed files with 8 additions and 6 deletions.
2 changes: 1 addition & 1 deletion myengine/Mesh.Subtypes.cs
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Expand Up @@ -285,7 +285,7 @@ public void UploadDataToGPU()
GL.BindBuffer(GL_BufferTarget, VboHandle); MyGL.Check();
var arr = this.ToArray();
var size = NumberOfElements * DataSizeOfOneElementInBytes;
GL.BufferData(GL_BufferTarget, size, arr, BufferUsageHint.DynamicDraw); MyGL.Check(); // BufferUsageHint explained: http://www.informit.com/articles/article.aspx?p=1377833&seqNum=7
GL.BufferData(GL_BufferTarget, size, arr, BufferUsageHint.DynamicRead); MyGL.Check(); // BufferUsageHint explained: http://www.informit.com/articles/article.aspx?p=1377833&seqNum=7
GL.GetBufferParameter(GL_BufferTarget, BufferParameterName.BufferSize, out sizeFromGpu); MyGL.Check();
// if (size != sizeFromGpu) Log.Error(myName + " size mismatch size=" + GL_BufferTarget + " sizeFromGpu=" + sizeFromGpu);
GL.BindBuffer(GL_BufferTarget, 0); MyGL.Check();
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2 changes: 2 additions & 0 deletions mygame/FirstPersonCamera.cs
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Expand Up @@ -81,6 +81,8 @@ void Start()

void Update(float deltaTime)
{
if (deltaTime > 1 / 30f) deltaTime = 1 / 30f;

var rotation = Transform.Rotation;
var position = Transform.Position;

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Binary file modified resources/biomes/biomes_control_map.png
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6 changes: 3 additions & 3 deletions resources/cvars.config.txt
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Expand Up @@ -9,7 +9,7 @@ generation / calculate normals on GPU = true
generation / debug / regenerate all planets = false = r
generation / limit generation by fps = true
generation / move skirts on GPU = false
generation / normal map dimensions = 256
generation / normal map dimensions = 512
generation / planet 1 / noise height multiplier = 9000
generation / planet 1 / noise position multiplier = 0.6371
generation / planet 1 / radius = 637100
Expand All @@ -20,9 +20,9 @@ generation / planet 2 / radius = 50000
generation / planet 2 / sea level 0..1 = 0.3
generation / planet segments pause subdivision and visibility updates = false
generation / print statistics report = false
generation / segment number of vertices on edge = 40
generation / segment number of vertices on edge = 60
generation / segment stop recursion at world size = 50
generation / segment subdivide if weight is bigger than = 0.4
generation / segment subdivide if weight is bigger than = 0.6
generation / use skirts = true
planets / debug / get surface height = false
rendering / debug / draw gbuffer contents = false = f10
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2 changes: 1 addition & 1 deletion resources/shaders/include.planet.glsl
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Expand Up @@ -182,7 +182,7 @@ float GetProceduralHeight01(vec3 dir)
float p = perlinNoise(dir*10, 5, 10) * 100;
float t = 0.3;
t = clamp(perlinNoise(dir*2), 0.1, 1.0);
result += terrace(p, t)*0.005;
result += terrace(p, 0.2)*0.005;
result += p*0.005;
//small rivers
float x = perlinNoise(dir * 3);
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2 changes: 1 addition & 1 deletion resources/shaders/planet.sea.glsl
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Expand Up @@ -79,7 +79,7 @@ float specular(vec3 normal,vec3 dirToLight,vec3 dirToCamera,float s) {

// sky
vec3 getSkyColor(vec3 dirToCamera, vec3 normal) {
return vec3(28,50,57)/64;
return vec3(28,50,53)/64;
//return vec3(0.6,0.7,1);
//float a = dot(dirToCamera, normal);
//a = a + 0.4;
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