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