Enum veloren_voxygen::render::FluidMode
source · pub enum FluidMode {
Low,
High,
Medium,
}
Expand description
Fluid modes
Variants§
Low
“Low” water. This water implements no waves, no reflections, no diffraction, and no light attenuation through water. As a result, it can be much cheaper than shiny reflection.
High
Medium
This water implements waves on the surfaces, some attempt at reflections, and tries to compute accurate light attenuation through water (this is what results in the colors changing as you descend into deep water).
Unfortunately, the way the engine is currently set up, calculating accurate attenuation is a bit difficult; we use estimates from horizon maps for the current water altitude, which can both be off by up to (max_altitude / 255) meters, only has per-chunk horizontal resolution, and cannot handle edge cases like horizontal water (e.g. waterfalls) well. We are okay with the latter, and will try to fix the former soon.
Another issue is that we don’t always know whether light is blocked, which causes attenuation to be computed incorrectly; this can be addressed by using shadow maps (at least for terrain).
Trait Implementations§
source§impl<'de> Deserialize<'de> for FluidMode
impl<'de> Deserialize<'de> for FluidMode
source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
source§impl PartialEq for FluidMode
impl PartialEq for FluidMode
impl Copy for FluidMode
impl Eq for FluidMode
impl StructuralEq for FluidMode
impl StructuralPartialEq for FluidMode
Auto Trait Implementations§
impl RefUnwindSafe for FluidMode
impl Send for FluidMode
impl Sync for FluidMode
impl Unpin for FluidMode
impl UnwindSafe for FluidMode
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