Merge branch 'master' of https://github.com/nothings/stb
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commit
a1f8eb30c1
@ -200,7 +200,7 @@ extern "C" {
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//
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//
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// CONFIGURATION MACROS
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// CONFIGURATION MACROS
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//
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//
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// #define STBVOX_CONFIG_MODE <integer>
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// #define STBVOX_CONFIG_MODE <integer> // REQUIRED
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// Configures the overall behavior of stb_voxel_render. This
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// Configures the overall behavior of stb_voxel_render. This
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// can affect the shaders, the uniform info, and other things.
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// can affect the shaders, the uniform info, and other things.
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// (If you need more than one mode in the same app, you can
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// (If you need more than one mode in the same app, you can
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@ -214,15 +214,14 @@ extern "C" {
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// 21 Untextured blocks, 20-byte quads
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// 21 Untextured blocks, 20-byte quads
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//
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//
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//
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//
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// #define STBVOX_CONFIG_PRECISION_Z <integer>
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// #define STBVOX_CONFIG_PRECISION_Z <integer> // OPTIONAL
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// Defines the number of bits of fractional position for Z.
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// Defines the number of bits of fractional position for Z.
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// Only 0 or 1 are valid. If 0, then a single mesh has
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// Only 0 or 1 are valid. 1 is the default. If 0, then a
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// twice the legal Z range; e.g. in modes 0,1,20,21,
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// single mesh has twice the legal Z range; e.g. in
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// Z in the mesh can extend to 511 instead of 255.
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// modes 0,1,20,21, Z in the mesh can extend to 511 instead
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// However, half-height blocks cannot be used.
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// of 255. However, half-height blocks cannot be used.
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//
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//
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//
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// All of the following just #ifdef tested so need no values, and are optional.
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// All of the following just #ifdef tested so need no values.
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//
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//
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// STBVOX_CONFIG_BLOCKTYPE_SHORT
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// STBVOX_CONFIG_BLOCKTYPE_SHORT
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// use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values
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// use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values
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@ -245,11 +244,11 @@ extern "C" {
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// Declares a lighting function hook; you must append a lighting function
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// Declares a lighting function hook; you must append a lighting function
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// to the shader before compiling it:
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// to the shader before compiling it:
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// vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient);
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// vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient);
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// 'ambient' is the half-lambert ambient light with vertex ao applied
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// 'ambient' is the half-lambert ambient light with vertex ambient-occlusion applied
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//
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//
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// STBVOX_CONFIG_FOG_SMOOTHSTEP
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// STBVOX_CONFIG_FOG_SMOOTHSTEP
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// Defines a simple unrealistic fog system designed to maximize
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// Defines a simple unrealistic fog system designed to maximize
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// unobscured view distance while not looking to weird when things
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// unobscured view distance while not looking too weird when things
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// emerge from the fog. Configured using an extra array element
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// emerge from the fog. Configured using an extra array element
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// in the STBVOX_UNIFORM_ambient uniform.
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// in the STBVOX_UNIFORM_ambient uniform.
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//
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//
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@ -3,8 +3,8 @@
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### How to run it?
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### How to run it?
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There's no GUI. Find a directory with Minecraft Anvil files (.mca).
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There's no GUI. Find a directory with Minecraft Anvil files (.mca).
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Copy a Minecraft "terrain.png" into that directory. Run from that
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Copy a Minecraft "terrain.png" into that directory (do a google
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directory.
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image search). Run from that directory.
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### How accurate is this as a Minecraft viewer?
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### How accurate is this as a Minecraft viewer?
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@ -535,6 +535,7 @@ int SDL_main(int argc, char **argv)
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE , 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE , 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
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