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Cleaning up performance timers which are taking too much time...
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1 changed files with 3 additions and 4 deletions
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@ -227,17 +227,17 @@ void CullSpatialSelection::run(const SceneContextPointer& sceneContext, const Re
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_args(pargs),
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_renderDetails(renderDetails)
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{
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_eyePos = _args->_viewFrustum->getPosition();
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// FIXME: Keep this code here even though we don't use it yet
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/*_eyePos = _args->_viewFrustum->getPosition();
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float a = glm::degrees(_args->_viewFrustum->getAccuracyAngle(_args->_sizeScale, _args->_boundaryLevelAdjust));
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auto angle = std::min(glm::radians(45.0f), a); // no worse than 45 degrees
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angle = std::max(glm::radians(1.0f / 60.0f), a); // no better than 1 minute of degree
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auto tanAlpha = tan(angle);
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_squareTanAlpha = (float)(tanAlpha * tanAlpha);
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*/
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}
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bool frustumTest(const AABox& bound) {
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PerformanceTimer perfTimer("frustumItemTest");
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if (_args->_viewFrustum->boxInFrustum(bound) == ViewFrustum::OUTSIDE) {
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_renderDetails._outOfView++;
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return false;
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@ -246,7 +246,6 @@ void CullSpatialSelection::run(const SceneContextPointer& sceneContext, const Re
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}
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bool solidAngleTest(const AABox& bound) {
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PerformanceTimer perfTimer("solidAngleItemTest");
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// FIXME: Keep this code here even though we don't use it yet
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//auto eyeToPoint = bound.calcCenter() - _eyePos;
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//auto boundSize = bound.getDimensions();
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