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* Header file tweaking; mainly for speedPerttu Ahola2011-10-121-0/+3
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* Simplistic wielded tool lighting, added setMeshVerticesColor to utility.h ↵Kahrl2011-09-211-0/+3
| | | | and refactored some other code into calls of that
* Create a separate scene manager for the wielded tool. This fixes the ↵Kahrl2011-09-211-6/+7
| | | | glitchyness in large map coordinates and some depth buffer problems. (The tool doesn't bob anymore when walking, this will be fixed later.) Fix MSVC build (thanks to dannydark).
* Digging animationKahrl2011-09-201-8/+11
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* Wielded tool updates, leaves and glass work nowKahrl2011-09-191-1/+6
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* Convert any inventory item into a mesh, bring back ↵Kahrl2011-09-191-2/+3
| | | | InventoryItem::getImageRay(), some const-correctness fixes
* Added sprite extruderKahrl2011-09-191-2/+64
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* This looks more like MC view bobbing, but still not even closeKahrl2011-09-181-2/+2
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* Made wielded tool move slightly (and smoothly) during view bobbing. Making ↵Kahrl2011-09-151-2/+13
| | | | the tool be a child node of an empty scene node instead of the camera scene node seemingly fixed the uncontrollable tool jitter, too.
* View bobbing is slower in the water.Kahrl2011-09-151-0/+2
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* Implemented view bobbing (testing simple lemniscate shape)Kahrl2011-09-081-6/+7
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* Collected and moved existing camera infrastructure from game.cpp to ↵Kahrl2011-09-081-0/+141
camera.cpp and camera.h. Introduced configuration settings 'fov' which chooses the camera's (vertical) field of view and 'view_bobbing' which currently does nothing. Other code refactored to not expect the FOV to be a build time constant.