corner occlusion should render now

This commit is contained in:
minjaesong
2023-10-11 02:51:50 +09:00
parent 1e15719b9c
commit e63300339e
5 changed files with 36 additions and 5 deletions

View File

@@ -373,7 +373,7 @@ internal object BlocksDrawer {
// App.tileMaker.fluidToTileNumber(world.getFluid(x, y))
// else
renderTag.tileNumber
var tileNumber = if (thisTile == 0) 0
var tileNumber = if (thisTile == 0 && mode != OCCLUSION) 0
// special case: actorblocks and F3 key
else if (renderOnF3Only.binarySearch(thisTile) >= 0 && !KeyToggler.isOn(Keys.F3))
0
@@ -617,7 +617,7 @@ internal object BlocksDrawer {
}
private var _tilesBufferAsTex: Texture = Texture(1, 1, Pixmap.Format.RGBA8888)
private val occlusionIntensity = 0.35f // too low value and dark-coloured walls won't darken enough
private val occlusionIntensity = 0.22222222f // too low value and dark-coloured walls won't darken enough
private fun renderUsingBuffer(mode: Int, projectionMatrix: Matrix4, drawGlow: Boolean) {
//Gdx.gl.glClearColor(.094f, .094f, .094f, 0f)