Back color configurable, added fps counter checkbox

This commit is contained in:
2026-03-28 13:31:41 +01:00
parent 5e862f8c0b
commit eff03e0e1a
4 changed files with 32 additions and 15 deletions

View File

@@ -30,11 +30,11 @@ namespace SplashEdit.RuntimeCode
public float GTEScaling = 100.0f;
public LuaFile SceneLuaFile;
[Header("Fog Configuration")]
[Tooltip("Enable distance fog. Fog color is also used as the GPU clear color.")]
public bool FogEnabled = false;
[Tooltip("Fog color (RGB). Also used as the sky/clear color.")]
[Header("Fog & Background")]
[Tooltip("Background clear color. Also used as the fog blend target when fog is enabled.")]
public Color FogColor = new Color(0.5f, 0.5f, 0.6f);
[Tooltip("Enable distance fog that blends geometry toward the background color.")]
public bool FogEnabled = false;
[Tooltip("Fog density (1 = light haze, 10 = pea soup).")]
[Range(1, 10)]
public int FogDensity = 5;
@@ -82,8 +82,7 @@ namespace SplashEdit.RuntimeCode
}
}
// Phase 3+4: World collision and nav regions
private PSXCollisionExporter _collisionExporter;
// Phase 4: Nav regions
private PSXNavRegionBuilder _navRegionBuilder;
// Phase 5: Room/portal system (interior scenes)
@@ -186,12 +185,6 @@ namespace SplashEdit.RuntimeCode
_bvh = new BVH(_exporters.ToList());
_bvh.Build();
// Phase 3: Build world collision soup
_collisionExporter = new PSXCollisionExporter();
_collisionExporter.Build(_exporters, GTEScaling);
if (_collisionExporter.MeshCount == 0)
Debug.LogWarning("No collision meshes! Set CollisionType=Static on your floor/wall objects.");
// Phase 4+5: Room volumes are needed by BOTH the nav region builder
// (for spatial room assignment) and the room builder (for triangle assignment).
// Collect them early so both systems use the same room indices.