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removed some debug
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caab3afb69
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1 changed files with 0 additions and 11 deletions
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@ -127,16 +127,9 @@ void VoxelSystem::setDisableFastVoxelPipeline(bool disableFastVoxelPipeline) {
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void VoxelSystem::elementUpdated(OctreeElement* element) {
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void VoxelSystem::elementUpdated(OctreeElement* element) {
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VoxelTreeElement* voxel = (VoxelTreeElement*)element;
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VoxelTreeElement* voxel = (VoxelTreeElement*)element;
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//qDebug() << "VoxelSystem::elementUpdated()...";
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// If we're in SetupNewVoxelsForDrawing() or _writeRenderFullVBO then bail..
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// If we're in SetupNewVoxelsForDrawing() or _writeRenderFullVBO then bail..
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if (!_useFastVoxelPipeline || _inSetupNewVoxelsForDrawing || _writeRenderFullVBO) {
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if (!_useFastVoxelPipeline || _inSetupNewVoxelsForDrawing || _writeRenderFullVBO) {
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/*
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qDebug() << "VoxelSystem::elementUpdated()... BAILING!!! "
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<< "_writeRenderFullVBO="<< _writeRenderFullVBO
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<< "_inSetupNewVoxelsForDrawing="<< _inSetupNewVoxelsForDrawing
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<< "_useFastVoxelPipeline="<< _useFastVoxelPipeline;
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*/
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return;
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return;
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}
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}
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@ -147,8 +140,6 @@ qDebug() << "VoxelSystem::elementUpdated()... BAILING!!! "
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int boundaryLevelAdjust = Menu::getInstance()->getBoundaryLevelAdjust();
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int boundaryLevelAdjust = Menu::getInstance()->getBoundaryLevelAdjust();
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shouldRender = voxel->calculateShouldRender(_viewFrustum, voxelSizeScale, boundaryLevelAdjust);
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shouldRender = voxel->calculateShouldRender(_viewFrustum, voxelSizeScale, boundaryLevelAdjust);
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//qDebug() << "VoxelSystem::elementUpdated()... recalcing should render!!";
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if (voxel->getShouldRender() != shouldRender) {
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if (voxel->getShouldRender() != shouldRender) {
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voxel->setShouldRender(shouldRender);
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voxel->setShouldRender(shouldRender);
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}
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}
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@ -176,13 +167,11 @@ qDebug() << "VoxelSystem::elementUpdated()... BAILING!!! "
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const bool REUSE_INDEX = true;
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const bool REUSE_INDEX = true;
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const bool DONT_FORCE_REDRAW = false;
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const bool DONT_FORCE_REDRAW = false;
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//qDebug() << "VoxelSystem::elementUpdated()... calling updateNodeInArrays()!!!";
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updateNodeInArrays(voxel, REUSE_INDEX, DONT_FORCE_REDRAW);
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updateNodeInArrays(voxel, REUSE_INDEX, DONT_FORCE_REDRAW);
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_voxelsUpdated++;
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_voxelsUpdated++;
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voxel->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.
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voxel->clearDirtyBit(); // clear the dirty bit, do this before we potentially delete things.
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//qDebug() << "VoxelSystem::elementUpdated()... calling setupNewVoxelsForDrawingSingleNode()!!!";
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setupNewVoxelsForDrawingSingleNode();
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setupNewVoxelsForDrawingSingleNode();
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}
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}
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}
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}
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