v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
- v3s16 camera_offset = m_camera_offset;
+ //v3s16 camera_offset = m_camera_offset;
m_camera_mutex.Unlock();
// Use a higher fov to accomodate faster camera movements.
ret = decode_light(n.getLightBlend(daylight_factor, ndef));
} else {
ret = oldvalue;
- //ret = blend_light(255, 0, daylight_factor);
}
} else {
/*float pre = (float)brightness_sum / (float)brightness_count;