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really remove the debug settings from Model rendering
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parent
efa8a752f2
commit
85c8951734
3 changed files with 3 additions and 14 deletions
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@ -23,12 +23,8 @@ function setupMenus() {
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Bounds", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Display Model Element Children", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt to Reduce Material Switches", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Attempt Render Entities as Scene", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Don't Do Precision Picking", isCheckable: true, isChecked: false });
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Menu.addMenu("Developer > Entities > Culling");
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Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Out Of View Mesh Parts", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities > Culling", menuItemName: "Don't Cull Too Small Mesh Parts", isCheckable: true, isChecked: false });
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Menu.addMenuItem({ menuName: "Developer > Entities", menuItemName: "Disable Light Entities", isCheckable: true, isChecked: false });
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}
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}
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@ -361,9 +361,6 @@ namespace MenuOption {
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const QString Collisions = "Collisions";
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const QString Console = "Console...";
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const QString ControlWithSpeech = "Control With Speech";
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const QString DontCullOutOfViewMeshParts = "Don't Cull Out Of View Mesh Parts";
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const QString DontCullTooSmallMeshParts = "Don't Cull Too Small Mesh Parts";
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const QString DontReduceMaterialSwitches = "Don't Attempt to Reduce Material Switches";
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const QString DontRenderEntitiesAsScene = "Don't Render Entities as Scene";
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const QString DontDoPrecisionPicking = "Don't Do Precision Picking";
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const QString DecreaseAvatarSize = "Decrease Avatar Size";
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@ -2333,9 +2333,6 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
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Locations* locations, SkinLocations* skinLocations) {
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PROFILE_RANGE(__FUNCTION__);
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bool dontCullOutOfViewMeshParts = false; // Menu::getInstance()->isOptionChecked(MenuOption::DontCullOutOfViewMeshParts);
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bool cullTooSmallMeshParts = true; // !Menu::getInstance()->isOptionChecked(MenuOption::DontCullTooSmallMeshParts);
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bool dontReduceMaterialSwitches = false; // Menu::getInstance()->isOptionChecked(MenuOption::DontReduceMaterialSwitches);
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TextureCache* textureCache = DependencyManager::get<TextureCache>();
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GlowEffect* glowEffect = DependencyManager::get<GlowEffect>();
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@ -2373,9 +2370,8 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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args->_meshesConsidered++;
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if (args->_viewFrustum) {
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shouldRender = dontCullOutOfViewMeshParts ||
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args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender && cullTooSmallMeshParts) {
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shouldRender = args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender) {
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float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
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shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
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distance);
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@ -2433,7 +2429,7 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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GLBATCH(glBindTexture)(GL_TEXTURE_2D, 0);
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} else {
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if (dontReduceMaterialSwitches || lastMaterialID != part.materialID) {
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if (lastMaterialID != part.materialID) {
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const bool wantDebug = false;
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if (wantDebug) {
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qDebug() << "Material Changed ---------------------------------------------";
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