camera: set atomic position at startup
this avoids the first few chunk update loops recognizing the camera as being positioned at (0,0,0), which in turns avoids wastefully generating chunks out of view at startupfix-multithread
parent
9ad0485a79
commit
5f396a9801
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@ -18,6 +18,10 @@ public:
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// This matrix needs to be also updated in viewPortCallback whenever it is changed
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projection = glm::perspective(glm::radians(90.0f), 800.0f / 600.0f, 0.1f, 1200.0f);
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posX = cameraPos.x;
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posY = cameraPos.y;
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posZ = cameraPos.z;
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}
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void update(GLFWwindow *window, float deltaTime)
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@ -112,7 +116,7 @@ public:
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private:
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glm::vec3 cameraPos = glm::vec3(256.0, 80.0f, 256.0f);
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glm::vec3 cameraPos = glm::vec3(512.0, 80.0f, 512.0f);
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glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
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glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
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glm::vec3 direction = glm::vec3(0.0f);
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