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Merge pull request #5295 from birarda/master
potential fix for windows domain connect cycling
This commit is contained in:
commit
d0d0b2a143
1 changed files with 16 additions and 14 deletions
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@ -394,6 +394,11 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) :
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static_cast<NodeList*>(dependency)->deleteLater();
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});
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// setup a timer for domain-server check ins
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QTimer* domainCheckInTimer = new QTimer(nodeList.data());
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connect(domainCheckInTimer, &QTimer::timeout, nodeList.data(), &NodeList::sendDomainServerCheckIn);
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domainCheckInTimer->start(DOMAIN_SERVER_CHECK_IN_MSECS);
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// put the NodeList and datagram processing on the node thread
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nodeList->moveToThread(nodeThread);
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@ -982,7 +987,7 @@ void Application::paintGL() {
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renderArgs._renderMode = RenderArgs::MIRROR_RENDER_MODE;
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if (Menu::getInstance()->isOptionChecked(MenuOption::Mirror)) {
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renderRearViewMirror(&renderArgs, _mirrorViewRect);
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renderRearViewMirror(&renderArgs, _mirrorViewRect);
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}
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renderArgs._renderMode = RenderArgs::NORMAL_RENDER_MODE;
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@ -1781,9 +1786,6 @@ void Application::checkFPS() {
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_frameCount = 0;
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_datagramProcessor->resetCounters();
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_timerStart.start();
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// ask the node list to check in with the domain server
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DependencyManager::get<NodeList>()->sendDomainServerCheckIn();
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}
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void Application::idle() {
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@ -1852,7 +1854,7 @@ void Application::idle() {
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// After finishing all of the above work, ensure the idle timer is set to the proper interval,
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// depending on whether we're throttling or not
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idleTimer->start(_glWidget->isThrottleRendering() ? THROTTLED_IDLE_TIMER_DELAY : 0);
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}
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}
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// check for any requested background downloads.
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emit checkBackgroundDownloads();
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@ -3310,7 +3312,7 @@ namespace render {
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const float APPROXIMATE_DISTANCE_FROM_HORIZON = 0.1f;
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const float DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON = 0.2f;
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glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
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glm::vec3 sunDirection = (args->_viewFrustum->getPosition()/*getAvatarPosition()*/ - closestData.getSunLocation())
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/ closestData.getAtmosphereOuterRadius();
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float height = glm::distance(args->_viewFrustum->getPosition()/*theCamera.getPosition()*/, closestData.getAtmosphereCenter());
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if (height < closestData.getAtmosphereInnerRadius()) {
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@ -3318,8 +3320,8 @@ namespace render {
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alpha = 0.0f;
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if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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+ APPROXIMATE_DISTANCE_FROM_HORIZON;
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alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
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}
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@ -3330,8 +3332,8 @@ namespace render {
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(closestData.getAtmosphereOuterRadius() - closestData.getAtmosphereInnerRadius());
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if (sunDirection.y > -APPROXIMATE_DISTANCE_FROM_HORIZON) {
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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float directionY = glm::clamp(sunDirection.y,
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-APPROXIMATE_DISTANCE_FROM_HORIZON, APPROXIMATE_DISTANCE_FROM_HORIZON)
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+ APPROXIMATE_DISTANCE_FROM_HORIZON;
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alpha = (directionY / DOUBLE_APPROXIMATE_DISTANCE_FROM_HORIZON);
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}
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@ -3497,8 +3499,8 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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pendingChanges.resetItem(WorldBoxRenderData::_item, worldBoxRenderPayload);
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} else {
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pendingChanges.updateItem<WorldBoxRenderData>(WorldBoxRenderData::_item,
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[](WorldBoxRenderData& payload) {
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pendingChanges.updateItem<WorldBoxRenderData>(WorldBoxRenderData::_item,
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[](WorldBoxRenderData& payload) {
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payload._val++;
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});
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}
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@ -3517,7 +3519,7 @@ void Application::displaySide(RenderArgs* renderArgs, Camera& theCamera, bool se
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}
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{
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PerformanceTimer perfTimer("SceneProcessPendingChanges");
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PerformanceTimer perfTimer("SceneProcessPendingChanges");
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_main3DScene->enqueuePendingChanges(pendingChanges);
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_main3DScene->processPendingChangesQueue();
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@ -4826,7 +4828,7 @@ qreal Application::getDevicePixelRatio() {
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mat4 Application::getEyeProjection(int eye) const {
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if (isHMDMode()) {
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return OculusManager::getEyeProjection(eye);
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}
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}
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return _viewFrustum.getProjection();
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}
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