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@@ -3512,7 +3512,7 @@ tnsCamera *tnsCreateCamera(tnsObject *under, char *Name, real FOV,
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c->FOV = FOV;
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c->CameraType = TNS_CAMERA_PERSP;
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c->ZMin = 0.1f;
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- c->ZMax = 1000.0f;
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+ c->ZMax = 200.0f;
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c->FocusDistance = FocusDistance;
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c->OrthScale = 1.0f;
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@@ -3697,22 +3697,22 @@ void tnsDrawPlaceholder(tnsObject* o, tnsEvaluateData* ed){
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elif(o->Flags&TNS_OBJECT_FLAGS_SELECTED){ tnsColor4dv(laAccentColor(LA_BT_NORMAL)); }
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else tnsColor4dv(laThemeColor(_LA_THEME_3D_VIEW,LA_BT_BORDER));
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}
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- tnsDrawCross(0,0,0,-1,5,-1,5,-1,5);
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+ tnsDrawCross(0,0,0,-0.2,1,-0.2,1,-0.2,1);
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tnsPackAs(GL_LINES);
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tnsFlush();
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}
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void tnsDrawEmptySelectionID(tnsEvaluatedInstance* ei, void* unused){
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int i=ei->InstanceSelectionID; real color[4]={0,0,0,1}; TNS_ID_TO_COLOR(color,i); tnsColor4dv(color);
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- tnsDrawCross(0,0,0,-1,5,-1,5,-1,5); tnsPackAs(GL_LINES); tnsFlush();
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+ tnsDrawCross(0,0,0,-0.2,1,-0.2,1,-0.2,1); tnsPackAs(GL_LINES); tnsFlush();
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}
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void tnsDrawEmptyOutline(tnsEvaluatedInstance* ei, void* unused){
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real* color=(ei->IsActive)?laAccentColor(LA_BT_TEXT):laAccentColor(LA_BT_NORMAL); tnsColor4dv(color);
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- tnsDrawCross(0,0,0,-1,5,-1,5,-1,5); tnsLineWidth(3);tnsPackAs(GL_LINES); tnsLineWidth(1); tnsFlush();
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+ tnsDrawCross(0,0,0,-0.2,1,-0.2,1,-0.2,1); tnsLineWidth(3);tnsPackAs(GL_LINES); tnsLineWidth(1); tnsFlush();
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}
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void tnsDrawEmptyObject(tnsEvaluatedInstance* ei, void* unused){
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tnsColor4dv(laThemeColor(_LA_THEME_3D_VIEW,LA_BT_BORDER));
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- tnsDrawCross(0,0,0,-1,5,-1,5,-1,5);tnsLineWidth(3); tnsPackAs(GL_LINES); tnsLineWidth(1); tnsFlush();
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+ tnsDrawCross(0,0,0,-0.2,1,-0.2,1,-0.2,1);tnsLineWidth(3); tnsPackAs(GL_LINES); tnsLineWidth(1); tnsFlush();
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}
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void tnsEvaluateEmptyObject(tnsObject* o, tnsEvaluateData* ed){
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tnsAddEvaluatedInstance(ed,o,tnsDrawEmptyObject,TNS_EVAL_LAYER_SOLID,0,0,0);
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@@ -4460,7 +4460,7 @@ void tnsDrawFloor(real* CamPosition, real Far, int *ShowAxis){
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real uy=ymin; while(uy<ymax){ tnsVertex2d(xmin,uy),tnsVertex2d(xmax,uy); uy+=sp; }
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tnsPackAs(GL_LINES);
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tnsFlush();
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- Far/=4; if(Far<height) break;
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+ Far/=3; if(Far<height) break;
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dist=sqrt(Far*Far-height*height); sp/=10;
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glUniform1f(T->FloorShader->uFar,Far);
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}
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