diff --git a/js/003-data/gameVariableData.js b/js/003-data/gameVariableData.js index f4e2b3b567e2fb29751bc5c2253b46ffabf04e4d..a1ef05eb49fe6475293f6e1f7813611af9ddc612 100644 --- a/js/003-data/gameVariableData.js +++ b/js/003-data/gameVariableData.js @@ -165,7 +165,7 @@ App.Data.defaultGameStateVariables = { setShadowMapping: true, setSSAO: true, setSSS: true, - setImageSize: 1, + setImageSize: 1.25, set3QView: false, seeAnimation: false, animFPS: 12, diff --git a/src/art/webgl/art.js b/src/art/webgl/art.js index fe83336aefa8f3e7774b8a48e24bfca3c33d5a69..f4e7f77458deef4b217a6a0842323a2432122efb 100644 --- a/src/art/webgl/art.js +++ b/src/art/webgl/art.js @@ -2979,7 +2979,7 @@ App.Art.applyMorphs = function(slave, scene, p, isAnimating) { morphs.push(["bulge", Math.max(slave.dick/4, 0)]); } - morphs.push(["offset", 2]); // only applies to clothes + morphs.push(["offset", 1.5]); // only applies to clothes if (V.seeAnimation) { App.Art.getAnimState(slave, scene, p, morphs, isAnimating); diff --git a/src/art/webgl/engine.js b/src/art/webgl/engine.js index 68315d1b2645db9f37c5a17e33f3ad24d9ec22b4..d54676518330e48e01342a1664185eafcca7ebae 100644 --- a/src/art/webgl/engine.js +++ b/src/art/webgl/engine.js @@ -457,7 +457,7 @@ App.Art.Engine = class { if (map_d < 0.01 || map_d == 1.0) discard; } else { - if (map_d < 1.0) + if (map_d < 0.85) discard; } @@ -1252,7 +1252,7 @@ App.Art.Engine = class { this.gl.useProgram(this.shaderProgramForwardPass); this.drawForwardPass(sceneParams, true); - this.gl.disable(this.gl.CULL_FACE); + this.gl.enable(this.gl.CULL_FACE); this.gl.useProgram(this.shaderProgramForwardPass); this.drawForwardPass(sceneParams, false); this.gl.bindFramebuffer(this.gl.FRAMEBUFFER, null); @@ -1851,9 +1851,9 @@ App.Art.Engine = class { } } } else { // static morph, follow one vertex - let pDeltaX = pDelta[target*3]; - let pDeltaY = pDelta[target*3+1]; - let pDeltaZ = pDelta[target*3+2]; + let pDeltaX = pDelta[target]; + let pDeltaY = pDelta[target+1]; + let pDeltaZ = pDelta[target+2]; for (let j = 0; j < vertexPosition.length; j+=3) { vertexPosition[j] += pDeltaX; vertexPosition[j+1] += pDeltaY;