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Bring back lodQualityLevel
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2 changed files with 15 additions and 0 deletions
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@ -427,3 +427,11 @@ float LODManager::getWorldDetailQuality() const {
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return HIGH;
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return HIGH;
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}
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}
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void LODManager::setLODQualityLevel(float quality) {
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_lodQualityLevel = quality;
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}
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float LODManager::getLODQualityLevel() const {
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return _lodQualityLevel;
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}
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@ -57,6 +57,8 @@ class LODManager : public QObject, public Dependency {
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Q_PROPERTY(float worldDetailQuality READ getWorldDetailQuality WRITE setWorldDetailQuality NOTIFY worldDetailQualityChanged)
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Q_PROPERTY(float worldDetailQuality READ getWorldDetailQuality WRITE setWorldDetailQuality NOTIFY worldDetailQualityChanged)
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Q_PROPERTY(float lodQualityLevel READ getLODQualityLevel WRITE setLODQualityLevel NOTIFY lodQualityLevelChanged)
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Q_PROPERTY(bool automaticLODAdjust READ getAutomaticLODAdjust WRITE setAutomaticLODAdjust NOTIFY autoLODChanged)
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Q_PROPERTY(bool automaticLODAdjust READ getAutomaticLODAdjust WRITE setAutomaticLODAdjust NOTIFY autoLODChanged)
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Q_PROPERTY(float presentTime READ getPresentTime)
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Q_PROPERTY(float presentTime READ getPresentTime)
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@ -189,6 +191,9 @@ public:
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void setWorldDetailQuality(float quality);
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void setWorldDetailQuality(float quality);
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float getWorldDetailQuality() const;
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float getWorldDetailQuality() const;
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void setLODQualityLevel(float quality);
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float getLODQualityLevel() const;
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float getLODAngleDeg() const;
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float getLODAngleDeg() const;
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void setLODAngleDeg(float lodAngle);
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void setLODAngleDeg(float lodAngle);
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float getLODAngleHalfTan() const;
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float getLODAngleHalfTan() const;
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@ -244,6 +249,8 @@ private:
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float _smoothScale{ 10.0f }; // smooth is evaluated over 10 times longer than now
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float _smoothScale{ 10.0f }; // smooth is evaluated over 10 times longer than now
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float _smoothRenderTime{ 0.0f }; // msec
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float _smoothRenderTime{ 0.0f }; // msec
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float _lodQualityLevel{ LOD_DEFAULT_QUALITY_LEVEL };
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float _desktopTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_DESKTOP_FPS };
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float _desktopTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_DESKTOP_FPS };
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float _hmdTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_HMD_FPS };
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float _hmdTargetFPS { LOD_OFFSET_FPS + LOD_DEFAULT_QUALITY_LEVEL * LOD_MAX_LIKELY_HMD_FPS };
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