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Pick a random ray, so that far missing block will eventually be shown
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lhofhansl committed Dec 6, 2023
1 parent 3713e80 commit a433de3
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Showing 2 changed files with 3 additions and 3 deletions.
4 changes: 2 additions & 2 deletions builtin/settingtypes.txt
Original file line number Diff line number Diff line change
Expand Up @@ -2068,11 +2068,11 @@ block_send_optimize_distance (Block send optimize distance) int 4 2 32767
server_side_occlusion_culling (Server-side occlusion culling) bool true

# At this distance the server will perform a simpler and cheaper occlusion check.
# Smaller values potentially improve performance, at the expense of visible
# Smaller values potentially improve performance, at the expense of temporarily visible
# rendering glitches (missing blocks).
# This is especially useful for very large viewing range (upwards of 500).
# Stated in mapblocks (16 nodes).
block_cull_optimize_distance (Block cull optimize distance) int 25 2 32767
block_cull_optimize_distance (Block cull optimize distance) int 20 2 32767

[**Mapgen]

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2 changes: 1 addition & 1 deletion src/map.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -1181,7 +1181,7 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes, bool simple_chec
u32 needed_count = 2;

if (simple_check)
return isOccluded(cam_pos_nodes, pos_blockcenter, step, stepfac,
return isOccluded(cam_pos_nodes, pos_blockcenter + dir9[myrand()%9], step, stepfac,
start_offset, end_offset, needed_count);

// Additional occlusion check, see comments in that function
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