- Use a more conservative max near/far clip plane ratio to limit depth buffer precision artifacts
- Change fractional pixel offset for text rendering so that text still looks crisp with multi-sample antialiasing.ver1_5_1
parent
c636a5907d
commit
79824e3e32
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@ -60,7 +60,7 @@ void Console::begin()
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(0.375f, 0.375f, 0);
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glTranslatef(0.125f, 0.125f, 0);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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@ -43,7 +43,7 @@ void Overlay::begin()
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glLoadIdentity();
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glTranslatef(0.375f, 0.375f, 0);
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glTranslatef(0.125f, 0.125f, 0);
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glDisable(GL_LIGHTING);
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glDisable(GL_TEXTURE_2D);
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@ -51,14 +51,14 @@ static const int StarVertexListSize = 1024;
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// Fractional pixel offset used when rendering text as texture mapped
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// quads to assure consistent mapping of texels to pixels.
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static const float PixelOffset = 0.375f;
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static const float PixelOffset = 0.125f;
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// These two values constrain the near and far planes of the view frustum
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// when rendering planet and object meshes. The near plane will never be
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// closer than MinNearPlaneDistance, and the far plane is set so that far/near
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// will not exceed MaxFarNearRatio.
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static const float MinNearPlaneDistance = 0.0001f; // km
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static const float MaxFarNearRatio = 10000.0f;
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static const float MaxFarNearRatio = 2000.0f;
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static const float RenderDistance = 50.0f;
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@ -1380,7 +1380,6 @@ void Renderer::render(const Observer& observer,
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float cloudHeight = 0.0f;
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if (iter->body != NULL)
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{
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// radius = iter->body->getRadius();
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radius = iter->body->getBoundingRadius();
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if (iter->body->getRings() != NULL)
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{
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