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OVR: Render sights and interstellar sun at correct distance
author
Andreas Eversberg
<jolly@eversberg.eu>
Sat, 14 Apr 2018 13:39:20 +0000
(15:39 +0200)
committer
Andreas Eversberg
<jolly@eversberg.eu>
Sun, 22 Apr 2018 10:02:45 +0000
(12:02 +0200)
src/mercenary/render.c
patch
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diff --git
a/src/mercenary/render.c
b/src/mercenary/render.c
index
3b2bf11
..
abb9668
100644
(file)
--- a/
src/mercenary/render.c
+++ b/
src/mercenary/render.c
@@
-62,6
+62,7
@@
#define PLANET_ELIPSE 1.17
#define EXPLOSION_VERTICES 16
#define EXPLOSION_ELIPSE 1.17
#define PLANET_ELIPSE 1.17
#define EXPLOSION_VERTICES 16
#define EXPLOSION_ELIPSE 1.17
+#define SIGHT_DIST 78.74 /* distanc of sights in inch */
/*
* render item definition and structures
/*
* render item definition and structures
@@
-2361,7
+2362,7
@@
void render_one_item(render_item_t *render_item, int vr)
gamecolor2gl(&red, &green, &blue, 0x777);
opengl_render_color(red, green, blue, debug_opacity);
/* render point */
gamecolor2gl(&red, &green, &blue, 0x777);
opengl_render_color(red, green, blue, debug_opacity);
/* render point */
- opengl_render_point(0.0, 0.0, 100.0, 0.0);
+ opengl_render_point(0.0, 0.0, 100
0000
.0, 0.0);
break;
}
case RENDER_ITEM_SIGHTS:
break;
}
case RENDER_ITEM_SIGHTS:
@@
-2373,19
+2374,19
@@
void render_one_item(render_item_t *render_item, int vr)
printf("RENDER_ITEM_SIGHTS\n");
#endif
/* use default fov of 64 to calculate z distance */
printf("RENDER_ITEM_SIGHTS\n");
#endif
/* use default fov of 64 to calculate z distance */
- z[0] = z[1] = z[2] = z[3] =
160.0 / frustum_slope_64
;
+ z[0] = z[1] = z[2] = z[3] =
SIGHT_DIST
;
/* white */
gamecolor2gl(&red, &green, &blue, 0x777);
opengl_render_color(red, green, blue, debug_opacity);
/* white */
gamecolor2gl(&red, &green, &blue, 0x777);
opengl_render_color(red, green, blue, debug_opacity);
- y[0] = y[3] = -1.0;
- y[1] = y[2] = 1.0;
- x[0] = x[1] = -16.0;
- x[2] = x[3] = -8.0;
+ y[0] = y[3] = -1.0
/ 160.0 * SIGHT_DIST * frustum_slope_64
;
+ y[1] = y[2] = 1.0
/ 160.0 * SIGHT_DIST * frustum_slope_64
;
+ x[0] = x[1] = -16.0
/ 160.0 * SIGHT_DIST * frustum_slope_64
;
+ x[2] = x[3] = -8.0
/ 160.0 * SIGHT_DIST * frustum_slope_64
;
opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
- x[0] = x[1] = 8.0;
- x[2] = x[3] = 16.0;
+ x[0] = x[1] = 8.0
/ 160.0 * SIGHT_DIST * frustum_slope_64
;
+ x[2] = x[3] = 16.0
/ 160.0 * SIGHT_DIST * frustum_slope_64
;
opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
break;
}
opengl_render_polygon(x, y, z, 4, 0); /* no culling, because sights are always visible! */
break;
}