Pastebiniä käytetään pidempien tekstien säilömiseen jotka pitää laittaa talteen tai joita esim. ei voi sanoa irkissä tms kätevästi ilman hirveää floodimista. Lyhykäisiä tunnisteita saa arvaamalla satunnaisesti selville, joten ei kannata pasteta mitään erityisen yksityistä.
Tekstiä mahtuu maksimissaan 64 kilotavua per paste eli älä ihmettele jos tosi pitkät pastet katkeaa, jos taas TOSI isoja pasteja tunkkaa tänne niin tulee jopa virhe eikä paste mene edes läpi. Myäskään viagra- tai cialis-sanoja sisältäviä pasteja ei hyväksytä, sillä erinäiset spämmibotit puskevat niitä vähän väliä.
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diff --git a/src/camera.cpp b/src/camera.cpp index 3d8713d..5aec85f 100644 --- a/src/camera.cpp +++ b/src/camera.cpp @@ -33,6 +33,7 @@ #include "gamedef.h" #include "sound.h" #include "event.h" +#include "profiler.h" #include "util/numeric.h" #include "util/mathconstants.h" @@ -57,10 +58,10 @@ m_fov_x(1.0), m_fov_y(1.0), - m_added_frametime(0), + m_added_busytime(0), m_added_frames(0), m_range_old(0), - m_frametime_old(0), + m_busytime_old(0), m_frametime_counter(0), m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range @@ -242,8 +243,8 @@ void Camera::step(f32 dtime) } } -void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, - f32 tool_reload_ratio) +void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime, + v2u32 screensize, f32 tool_reload_ratio) { // Get player position // Smooth the movement when walking up stairs @@ -416,7 +417,7 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, m_wieldlight = player->light; // Render distance feedback loop - updateViewingRange(frametime); + updateViewingRange(frametime, busytime); // If the player seems to be walking on solid ground, // view bobbing is enabled and free_move is off, @@ -440,23 +441,22 @@ void Camera::update(LocalPlayer* player, f32 frametime, v2u32 screensize, } } -void Camera::updateViewingRange(f32 frametime_in) +void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in) { if (m_draw_control.range_all) return; - m_added_frametime += frametime_in; + m_added_busytime += busytime_in; m_added_frames += 1; - // Actually this counter kind of sucks because frametime is busytime m_frametime_counter -= frametime_in; if (m_frametime_counter > 0) return; - m_frametime_counter = 0.2; + m_frametime_counter = 0.1; /*dstream<<__FUNCTION_NAME <<": Collected "<<m_added_frames<<" frames, total of " - <<m_added_frametime<<"s."<<std::endl; + <<m_added_busytime<<"s."<<std::endl; dstream<<"m_draw_control.blocks_drawn=" <<m_draw_control.blocks_drawn @@ -466,7 +466,7 @@ void Camera::updateViewingRange(f32 frametime_in) // Get current viewing range and FPS settings f32 viewing_range_min = g_settings->getS16("viewing_range_nodes_min"); - viewing_range_min = MYMAX(5.0, viewing_range_min); + viewing_range_min = MYMAX(15.0, viewing_range_min); f32 viewing_range_max = g_settings->getS16("viewing_range_nodes_max"); viewing_range_max = MYMAX(viewing_range_min, viewing_range_max); @@ -503,17 +503,17 @@ void Camera::updateViewingRange(f32 frametime_in) // Calculate the average frametime in the case that all wanted // blocks had been drawn - f32 frametime = m_added_frametime / m_added_frames / block_draw_ratio; + f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio; - m_added_frametime = 0.0; + m_added_busytime = 0.0; m_added_frames = 0; f32 wanted_frametime_change = wanted_frametime - frametime; //dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl; + g_profiler->avg("wanted_frametime_change", wanted_frametime_change); // If needed frametime change is small, just return // This value was 0.4 for many months until 2011-10-18 by c55; - // Let's see how this works out. if (fabs(wanted_frametime_change) < wanted_frametime*0.33) { //dstream<<"ignoring small wanted_frametime_change"<<std::endl; @@ -524,22 +524,24 @@ void Camera::updateViewingRange(f32 frametime_in) f32 new_range = range; f32 d_range = range - m_range_old; - f32 d_frametime = frametime - m_frametime_old; + f32 d_busytime = busytime_in - m_busytime_old; if (d_range != 0) { - m_time_per_range = d_frametime / d_range; + m_time_per_range = d_busytime / d_range; } + //dstream<<"time_per_range="<<m_time_per_range<<std::endl; + g_profiler->avg("time_per_range", m_time_per_range); // The minimum allowed calculated frametime-range derivative: // Practically this sets the maximum speed of changing the range. // The lower this value, the higher the maximum changing speed. // A low value here results in wobbly range (0.001) + // A low value can cause oscillation in very nonlinear time/range curves. // A high value here results in slow changing range (0.0025) // SUGG: This could be dynamically adjusted so that when // the camera is turning, this is lower - //f32 min_time_per_range = 0.0015; - f32 min_time_per_range = 0.0010; - //f32 min_time_per_range = 0.05 / range; + //f32 min_time_per_range = 0.0010; // Up to 0.4.7 + f32 min_time_per_range = 0.0005; if(m_time_per_range < min_time_per_range) { m_time_per_range = min_time_per_range; @@ -572,10 +574,10 @@ void Camera::updateViewingRange(f32 frametime_in) /*dstream<<"new_range="<<new_range_unclamped <<", clamped to "<<new_range<<std::endl;*/ - m_draw_control.wanted_range = new_range; + m_range_old = m_draw_control.wanted_range; + m_busytime_old = busytime_in; - m_range_old = new_range; - m_frametime_old = frametime; + m_draw_control.wanted_range = new_range; } void Camera::setDigging(s32 button) diff --git a/src/camera.h b/src/camera.h index c8a6e0b..aa91391 100644 --- a/src/camera.h +++ b/src/camera.h @@ -105,12 +105,12 @@ class Camera void step(f32 dtime); // Update the camera from the local player's position. - // frametime is used to adjust the viewing range. - void update(LocalPlayer* player, f32 frametime, v2u32 screensize, - f32 tool_reload_ratio); + // busytime is used to adjust the viewing range. + void update(LocalPlayer* player, f32 frametime, f32 busytime, + v2u32 screensize, f32 tool_reload_ratio); // Render distance feedback loop - void updateViewingRange(f32 frametime_in); + void updateViewingRange(f32 frametime_in, f32 busytime_in); // Start digging animation // Pass 0 for left click, 1 for right click @@ -151,10 +151,10 @@ class Camera f32 m_fov_y; // Stuff for viewing range calculations - f32 m_added_frametime; + f32 m_added_busytime; s16 m_added_frames; f32 m_range_old; - f32 m_frametime_old; + f32 m_busytime_old; f32 m_frametime_counter; f32 m_time_per_range; diff --git a/src/game.cpp b/src/game.cpp index 4f2d665..34e82a5 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -2456,7 +2456,8 @@ void the_game( float full_punch_interval = playeritem_toolcap.full_punch_interval; float tool_reload_ratio = time_from_last_punch / full_punch_interval; tool_reload_ratio = MYMIN(tool_reload_ratio, 1.0); - camera.update(player, busytime, screensize, tool_reload_ratio); + camera.update(player, dtime, busytime, screensize, + tool_reload_ratio); camera.step(dtime); v3f player_position = player->getPosition();