Merge pull request #848 from ZappoMan/bugfixes

make voxel fade shorter elapsed time and logarithmic instead of linear
This commit is contained in:
Stephen Birarda 2013-08-12 17:00:50 -07:00
commit 015ff4a801

View file

@ -13,11 +13,11 @@
#include "VoxelFade.h"
const float VoxelFade::FADE_OUT_START = 0.5f;
const float VoxelFade::FADE_OUT_END = 0.0f;
const float VoxelFade::FADE_OUT_STEP = -0.005f;
const float VoxelFade::FADE_IN_START = 0.0f;
const float VoxelFade::FADE_OUT_END = 0.05f;
const float VoxelFade::FADE_OUT_STEP = 0.9f;
const float VoxelFade::FADE_IN_START = 0.05f;
const float VoxelFade::FADE_IN_END = 0.5f;
const float VoxelFade::FADE_IN_STEP = 0.005f;
const float VoxelFade::FADE_IN_STEP = 1.1f;
const float VoxelFade::DEFAULT_RED = 0.5f;
const float VoxelFade::DEFAULT_GREEN = 0.5f;
const float VoxelFade::DEFAULT_BLUE = 0.5f;
@ -45,7 +45,7 @@ void VoxelFade::render() {
glPopMatrix();
glEnable(GL_LIGHTING);
opacity += (direction == FADE_OUT) ? FADE_OUT_STEP : FADE_IN_STEP;
opacity *= (direction == FADE_OUT) ? FADE_OUT_STEP : FADE_IN_STEP;
}
bool VoxelFade::isDone() const {