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make voxel fade shorter elapsed time and logarithmic instead of linear
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22100bd035
commit
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1 changed files with 5 additions and 5 deletions
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@ -13,11 +13,11 @@
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#include "VoxelFade.h"
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const float VoxelFade::FADE_OUT_START = 0.5f;
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const float VoxelFade::FADE_OUT_END = 0.0f;
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const float VoxelFade::FADE_OUT_STEP = -0.005f;
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const float VoxelFade::FADE_IN_START = 0.0f;
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const float VoxelFade::FADE_OUT_END = 0.05f;
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const float VoxelFade::FADE_OUT_STEP = 0.9f;
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const float VoxelFade::FADE_IN_START = 0.05f;
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const float VoxelFade::FADE_IN_END = 0.5f;
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const float VoxelFade::FADE_IN_STEP = 0.005f;
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const float VoxelFade::FADE_IN_STEP = 1.1f;
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const float VoxelFade::DEFAULT_RED = 0.5f;
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const float VoxelFade::DEFAULT_GREEN = 0.5f;
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const float VoxelFade::DEFAULT_BLUE = 0.5f;
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@ -45,7 +45,7 @@ void VoxelFade::render() {
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glPopMatrix();
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glEnable(GL_LIGHTING);
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opacity += (direction == FADE_OUT) ? FADE_OUT_STEP : FADE_IN_STEP;
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opacity *= (direction == FADE_OUT) ? FADE_OUT_STEP : FADE_IN_STEP;
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}
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bool VoxelFade::isDone() const {
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