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Fix build warnings
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49f1ecb1bf
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2 changed files with 2 additions and 2 deletions
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@ -195,7 +195,7 @@ void LODManager::setVisibilityDistance(float distance) {
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void LODManager::setLODAngleDeg(float lodAngle) {
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void LODManager::setLODAngleDeg(float lodAngle) {
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auto newLODAngleDeg = std::max(0.001f, std::min(lodAngle, 90.f));
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auto newLODAngleDeg = std::max(0.001f, std::min(lodAngle, 90.f));
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auto newLODHalfAngle = glm::radians(newLODAngleDeg * 0.5);
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auto newLODHalfAngle = glm::radians(newLODAngleDeg * 0.5f);
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_lodHalfAngle = newLODHalfAngle;
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_lodHalfAngle = newLODHalfAngle;
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}
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}
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@ -22,7 +22,7 @@ const int HALF_TREE_SCALE = TREE_SCALE / 2;
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// This controls the LOD. Larger number will make smaller voxels visible at greater distance.
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// This controls the LOD. Larger number will make smaller voxels visible at greater distance.
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const float DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT = 400.0f; // max distance where a 1x1x1 cube is visible for 20:20 vision
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const float DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT = 400.0f; // max distance where a 1x1x1 cube is visible for 20:20 vision
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const float UNIT_ELEMENT_MAX_EXTENT = sqrt(3.0f) / 2.0f; // A unit cube tilted on its edge will have its edge jutting out sqrt(3)/2 units from the center
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const float UNIT_ELEMENT_MAX_EXTENT = sqrtf(3.0f) / 2.0f; // A unit cube tilted on its edge will have its edge jutting out sqrt(3)/2 units from the center
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const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
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const float DEFAULT_OCTREE_SIZE_SCALE = TREE_SCALE * DEFAULT_VISIBILITY_DISTANCE_FOR_UNIT_ELEMENT;
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// Since entities like models live inside of octree cells, and they themselves can have very small mesh parts,
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// Since entities like models live inside of octree cells, and they themselves can have very small mesh parts,
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