hedgewars/uWorld.pas
branchexperimental3D
changeset 4818 202eef454354
parent 4816 c2575faeac3d
child 4844 20b81fafd236
equal deleted inserted replaced
4816:c2575faeac3d 4818:202eef454354
    69 const cStereo_Sky           = 0.0500;
    69 const cStereo_Sky           = 0.0500;
    70       cStereo_Horizon       = 0.0250;
    70       cStereo_Horizon       = 0.0250;
    71       cStereo_Water_distant = 0.0125;
    71       cStereo_Water_distant = 0.0125;
    72       cStereo_Land          = 0.0075;
    72       cStereo_Land          = 0.0075;
    73       cStereo_Water_near    = 0.0025;
    73       cStereo_Water_near    = 0.0025;
       
    74       cStereo_Outside       = 0.0400;
    74 
    75 
    75 procedure InitWorld;
    76 procedure InitWorld;
    76 var i, t: LongInt;
    77 var i, t: LongInt;
    77     cp: PClan;
    78     cp: PClan;
    78     g: ansistring;
    79     g: ansistring;
   806                             i)
   807                             i)
   807                 end
   808                 end
   808         end;
   809         end;
   809 
   810 
   810     DrawVisualGears(1);
   811     DrawVisualGears(1);
   811 
       
   812     DrawGears;
   812     DrawGears;
   813 
   813 
   814     if SuddenDeathDmg then
   814     if SuddenDeathDmg then
   815         DrawWater(cSDWaterOpacity, 0)
   815         DrawWater(cSDWaterOpacity, 0)
   816     else
   816     else
   840     end
   840     end
   841     else
   841     else
   842         DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
   842         DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
   843 
   843 
   844 // everything after this ChangeDepth will be drawn outside the screen
   844 // everything after this ChangeDepth will be drawn outside the screen
   845     ChangeDepth(RM, 0.045);
   845 // note: negative parallax gears should last very little for a smooth stereo effect
       
   846     ChangeDepth(RM, cStereo_Outside);
   846     DrawVisualGears(2);
   847     DrawVisualGears(2);
   847 
   848 
   848 // everything after this ResetDepth will be drawn at screen level (depth = 0)
   849 // everything after this ResetDepth will be drawn at screen level (depth = 0)
       
   850 // note: everything that needs to be readable should be on this level
   849     ResetDepth(RM);
   851     ResetDepth(RM);
       
   852     DrawVisualGears(3);
   850 
   853 
   851 {$WARNINGS OFF}
   854 {$WARNINGS OFF}
   852 // Target
   855 // Target
   853 if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
   856 if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
   854     begin
   857     begin