diff --git a/src/clientiface.cpp b/src/clientiface.cpp index 7e75c69a..bdc16f31 100644 --- a/src/clientiface.cpp +++ b/src/clientiface.cpp @@ -175,7 +175,7 @@ void RemoteClient::GetNextBlocks ( const s16 full_d_max = g_settings->getS16("max_block_send_distance"); const s16 d_opt = g_settings->getS16("block_send_optimize_distance"); - const s16 d_blocks_in_sight = (full_d_max + 1) * BS * MAP_BLOCKSIZE; + const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE; s16 d_max = full_d_max; s16 d_max_gen = g_settings->getS16("max_block_generate_distance"); diff --git a/src/util/numeric.cpp b/src/util/numeric.cpp index 6a7bfcac..a9e7ae58 100644 --- a/src/util/numeric.cpp +++ b/src/util/numeric.cpp @@ -188,14 +188,19 @@ u64 murmur_hash_64_ua(const void *key, int len, unsigned int seed) } /* - blockpos: position of block in block coordinates + blockpos_b: position of block in block coordinates camera_pos: position of camera in nodes camera_dir: an unit vector pointing to camera direction range: viewing range + distance_ptr: return location for distance from the camera */ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, f32 camera_fov, f32 range, f32 *distance_ptr) { + // Maximum radius of a block. The magic number is + // sqrt(3.0) / 2.0 in literal form. + const f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS; + v3s16 blockpos_nodes = blockpos_b * MAP_BLOCKSIZE; // Block center position @@ -209,7 +214,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, v3f blockpos_relative = blockpos - camera_pos; // Total distance - f32 d = blockpos_relative.getLength(); + f32 d = MYMAX(0, blockpos_relative.getLength() - block_max_radius); if(distance_ptr) *distance_ptr = d; @@ -218,13 +223,9 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir, if(d > range) return false; - // Maximum radius of a block. The magic number is - // sqrt(3.0) / 2.0 in literal form. - f32 block_max_radius = 0.866025403784 * MAP_BLOCKSIZE * BS; - // If block is (nearly) touching the camera, don't // bother validating further (that is, render it anyway) - if(d < block_max_radius) + if(d == 0) return true; // Adjust camera position, for purposes of computing the angle,