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synced 2026-03-22 23:30:14 +00:00
Fix ramp clipping by tightening sweep steps, disable shadows by default
Sweep step size reduced from 1.0f back to 0.65f with max 3 steps (was 2) to prevent clipping through ramps in Stormwind. All paths updated: follow, free-fly, and swimming. Shadows disabled by default in renderer, settings UI, and settings defaults.
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4 changed files with 6 additions and 7 deletions
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@ -192,7 +192,7 @@ private:
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glm::mat4 lightSpaceMatrix = glm::mat4(1.0f);
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glm::vec3 shadowCenter = glm::vec3(0.0f);
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bool shadowCenterInitialized = false;
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bool shadowsEnabled = true;
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bool shadowsEnabled = false;
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public:
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void setShadowsEnabled(bool enabled) { shadowsEnabled = enabled; }
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@ -64,7 +64,7 @@ private:
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bool pendingFullscreen = false;
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bool pendingVsync = false;
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int pendingResIndex = 0;
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bool pendingShadows = true;
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bool pendingShadows = false;
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int pendingMusicVolume = 30;
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int pendingSfxVolume = 100;
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float pendingMouseSensitivity = 0.2f;
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@ -352,7 +352,7 @@ void CameraController::update(float deltaTime) {
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glm::vec3 stepPos = swimFrom;
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if (swimMoveDist > 0.01f) {
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int swimSteps = std::max(1, std::min(2, static_cast<int>(std::ceil(swimMoveDist / 1.0f))));
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int swimSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(swimMoveDist / 0.65f))));
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glm::vec3 stepDelta = (swimTo - swimFrom) / static_cast<float>(swimSteps);
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for (int i = 0; i < swimSteps; i++) {
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@ -420,8 +420,7 @@ void CameraController::update(float deltaTime) {
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float moveDist = glm::length(desiredPos - startPos);
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if (moveDist > 0.01f) {
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// Adaptive CCD: 1.0f step size, max 2 steps.
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int sweepSteps = std::max(1, std::min(2, static_cast<int>(std::ceil(moveDist / 1.0f))));
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int sweepSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(moveDist / 0.65f))));
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glm::vec3 stepPos = startPos;
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glm::vec3 stepDelta = (desiredPos - startPos) / static_cast<float>(sweepSteps);
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@ -812,7 +811,7 @@ void CameraController::update(float deltaTime) {
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float moveDist = glm::length(desiredFeet - startFeet);
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if (moveDist > 0.01f) {
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int sweepSteps = std::max(1, std::min(2, static_cast<int>(std::ceil(moveDist / 1.0f))));
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int sweepSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(moveDist / 0.65f))));
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glm::vec3 stepPos = startFeet;
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glm::vec3 stepDelta = (desiredFeet - startFeet) / static_cast<float>(sweepSteps);
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@ -3425,7 +3425,7 @@ void GameScreen::renderSettingsWindow() {
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constexpr int kDefaultResH = 1080;
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constexpr bool kDefaultFullscreen = false;
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constexpr bool kDefaultVsync = true;
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constexpr bool kDefaultShadows = true;
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constexpr bool kDefaultShadows = false;
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constexpr int kDefaultMusicVolume = 30;
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constexpr int kDefaultSfxVolume = 100;
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constexpr float kDefaultMouseSensitivity = 0.2f;
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