toggle skybox off. don't like the result
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parent
6d12033e23
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1b0209f38b
26
src/world.rs
26
src/world.rs
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@ -15,6 +15,7 @@ const RING_THICKNESS: f64 = 8.0e6;
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const STARS_MAX_MAGNITUDE: f32 = 5.5; // max 7.0, see generate_starchart.py
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const STARS_MAX_MAGNITUDE: f32 = 5.5; // max 7.0, see generate_starchart.py
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const CENTER_WORLD_ON_PLAYER: bool = true;
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const CENTER_WORLD_ON_PLAYER: bool = true;
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const SKYBOX: bool = false;
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const ASTEROID_SPAWN_STEP: f64 = 500.0;
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const ASTEROID_SPAWN_STEP: f64 = 500.0;
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const ASTEROID_VIEW_RADIUS: f64 = 3000.0;
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const ASTEROID_VIEW_RADIUS: f64 = 3000.0;
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@ -182,25 +183,22 @@ pub fn setup(
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info!("Generated {starcount} stars");
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info!("Generated {starcount} stars");
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// Add shaded skybox
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// Add shaded skybox
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//let mut mesh = Mesh::from(Sphere::new(1e9).mesh().uv(50, 50));
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if SKYBOX {
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let mut mesh = Mesh::from(Sphere::new(1e10).mesh().uv(5, 5));
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let mut mesh = Mesh::from(Sphere::new(1e10).mesh().uv(5, 5));
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//let mut mesh = Mesh::from(Cuboid::from_size(Vec3::splat(2e10)));
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//let mut mesh = Mesh::from(Cuboid::from_size(Vec3::splat(2e10)));
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if let Some(Indices::U32(indices)) = mesh.indices_mut() {
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if let Some(Indices::U32(indices)) = mesh.indices_mut() {
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// Reverse the order of each triangle to avoid backface culling
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// Reverse the order of each triangle to avoid backface culling
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for slice in indices.chunks_mut(3) {
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for slice in indices.chunks_mut(3) {
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slice.reverse();
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slice.reverse();
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}
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}
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}
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}
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commands.spawn(MaterialMeshBundle {
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commands.spawn((
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MaterialMeshBundle {
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mesh: meshes.add(mesh),
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mesh: meshes.add(mesh),
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material: materials_skybox.add(shading::SkyBox {}),
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material: materials_skybox.add(shading::SkyBox {}),
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 0.0)),
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..default()
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..default()
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},
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});
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Position::from_xyz(0.0, 0.0, 0.0),
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}
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Rotation::from(Quat::IDENTITY),
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));
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// Add shaded ring
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// Add shaded ring
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let ring_radius = 229_000_000.0;
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let ring_radius = 229_000_000.0;
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