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update ui enum api in workshop (untested)
[carveJwlIkooP6JGAAIwe30JlM.git]
/
world_gen.c
diff --git
a/world_gen.c
b/world_gen.c
index b522cba80fca626acde99aebad4aa650b8075aa9..7c0f7560d74d205fb8127626bfd72d4e413d7519 100644
(file)
--- a/
world_gen.c
+++ b/
world_gen.c
@@
-277,12
+277,12
@@
VG_STATIC void world_gen_generate_meshes( world_instance *world ){
}
/* unpack challenge models */
}
/* unpack challenge models */
- for( u32 i=0; i<mdl_arrcount( &world->ent_
challeng
e ); i++ ){
- ent_
challenge *challenge = mdl_arritm( &world->ent_challeng
e, i );
+ for( u32 i=0; i<mdl_arrcount( &world->ent_
objectiv
e ); i++ ){
+ ent_
objective *objective = mdl_arritm( &world->ent_objectiv
e, i );
- for( u32 j=0; j<
challeng
e->submesh_count; j ++ ){
+ for( u32 j=0; j<
objectiv
e->submesh_count; j ++ ){
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
mdl_submesh *sm = mdl_arritm( &world->meta.submeshs,
-
challeng
e->submesh_start+j );
+
objectiv
e->submesh_start+j );
world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
}
}
world_unpack_submesh_dynamic( world, &world->scene_no_collide, sm );
}
}
@@
-435,12
+435,14
@@
VG_STATIC void world_gen_compute_light_indices( world_instance *world ){
v3f closest;
closest_point_aabb( light->transform.co, bbx, closest );
v3f closest;
closest_point_aabb( light->transform.co, bbx, closest );
- float dist = v3_dist( closest, light->transform.co ),
- influence = 1.0f/(dist+1.0f);
+ f32 dist2 = v3_dist2( closest, light->transform.co );
- if( dist
>
light->range )
+ if( dist
2 > light->range*
light->range )
continue;
continue;
+ f32 dist = sqrtf(dist2),
+ influence = 1.0f/(dist+1.0f);
+
if( light->type == k_light_type_spot){
v3f local;
m4x3_mulv( light->inverse_world, center, local );
if( light->type == k_light_type_spot){
v3f local;
m4x3_mulv( light->inverse_world, center, local );