Fixed sky render distance to match vanilla
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1 changed files with 9 additions and 8 deletions
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@ -22,6 +22,7 @@ import cpw.mods.fml.client.FMLClientHandler;
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import net.minecraftforge.client.IRenderHandler;
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public class RenderSpaceSky extends IRenderHandler {
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private static RenderSpaceSky INSTANCE = null;
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public static RenderSpaceSky getInstance() {
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@ -285,16 +286,16 @@ public class RenderSpaceSky extends IRenderHandler {
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final double planetY = planetY_far * transitionApproaching;
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// render range is only used for Z-ordering
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double renderRange = 180.0D + 10.0D * (distanceToCenter / Math.max(celestialObject.borderRadiusX, celestialObject.borderRadiusZ));
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double renderRange = 90.0D + 5.0D * (distanceToCenter / Math.max(celestialObject.borderRadiusX, celestialObject.borderRadiusZ));
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// render size is 1 at space border range
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// render size is 10 at approaching range
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// render size is 90 at orbit range
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// render size is min(1000, celestialObject border) at orbit range
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final double renderSize = 100.0D / 1000.0D * Math.min(1000.0D, Math.max(celestialObject.borderRadiusX, celestialObject.borderRadiusZ)) * (1.0D - transitionOrbit)
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+ 50.0D * (transitionOrbit < 1.0D ? transitionOrbit : (1.0D - transitionApproaching))
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+ 5.0D * (transitionApproaching < 1.0D ? transitionApproaching : (1.0D - transitionFar))
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+ 2.0D * transitionFar;
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final double renderSize = 50.0D / 1000.0D * Math.min(1000.0D, Math.max(celestialObject.borderRadiusX, celestialObject.borderRadiusZ)) * (1.0D - transitionOrbit)
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+ 25.0D * (transitionOrbit < 1.0D ? transitionOrbit : (1.0D - transitionApproaching))
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+ 2.5D * (transitionApproaching < 1.0D ? transitionApproaching : (1.0D - transitionFar))
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+ 1.0D * transitionFar;
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// angles
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@SuppressWarnings("SuspiciousNameCombination")
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@ -363,7 +364,7 @@ public class RenderSpaceSky extends IRenderHandler {
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tessellator.draw();
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// slight offset to get volumetric illusion
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renderRange -= 5.0D;
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renderRange -= 2.5D;
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}
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// restore settings
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@ -378,7 +379,7 @@ public class RenderSpaceSky extends IRenderHandler {
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final boolean hasMoreStars = rand.nextBoolean() || rand.nextBoolean();
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final Tessellator tessellator = Tessellator.instance;
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final double renderRangeMax = 200.0D;
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final double renderRangeMax = 100.0D;
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for (int indexStars = 0; indexStars < (hasMoreStars ? 20000 : 2000); indexStars++) {
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double randomX;
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double randomY;
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@ -391,7 +392,7 @@ public class RenderSpaceSky extends IRenderHandler {
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randomLength = randomX * randomX + randomY * randomY + randomZ * randomZ;
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} while (randomLength >= 1.0D || randomLength <= 0.90D);
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final double renderSize = 0.4F + 0.05F * Math.log(1.1D - rand.nextDouble());
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final double renderSize = 0.2F + 0.025F * Math.log(1.1D - rand.nextDouble());
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// forcing Z-order
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randomLength = 1.0D / Math.sqrt(randomLength);
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