diff --git a/libraries/voxels/src/CoverageMap.h b/libraries/voxels/src/CoverageMap.h index dc46695dba..536b3a6adc 100644 --- a/libraries/voxels/src/CoverageMap.h +++ b/libraries/voxels/src/CoverageMap.h @@ -11,37 +11,6 @@ #include #include "VoxelProjectedShadow.h" - -// -// depth of polygon is distance from camera to closest point on 3d voxel -// this works because voxels are axis aligned and therefore other voxels -// can only be as close as that if they are on the same axis -// -// scanning octree in "closest" order... -// for each node -// polygon = getShadow(node) -// isOccluded = coverageMap->isOccluded(polygon) -// if (!isOccluded) -// coverageMap->add(polygon) -// sendList->add(node) -// else -// don't need to send or remember -// end each - -// adding to coverage map.... -// -// at each level of quadtree -// store a list of polygons whose bounding box fit in the bb of the quad but not a smaller quad -// also store 4 smaller quad trees -// -// is it true, that only polygons from higher in the quad tree can occlude a polygon? -// YES - I believe so, because polygon that occluded all the points of the potential occludee -// would have a bounding box that couldn't fit in a lower level of the quad tree -// -// - - - class CoverageMap { public: diff --git a/libraries/voxels/src/GeometryUtil.cpp b/libraries/voxels/src/GeometryUtil.cpp index f311bf2993..1fc4e57013 100644 --- a/libraries/voxels/src/GeometryUtil.cpp +++ b/libraries/voxels/src/GeometryUtil.cpp @@ -130,8 +130,6 @@ bool doLineSegmentsIntersect(glm::vec2 r1p1, glm::vec2 r1p2, glm::vec2 r2p1, glm (d4 == 0 && isOnSegment(r1p1.x, r1p1.y, r1p2.x, r1p2.y, r2p2.x, r2p2.y)); } - -// I want these to be inlined for performance bool isOnSegment(float xi, float yi, float xj, float yj, float xk, float yk) { return (xi <= xk || xj <= xk) && (xk <= xi || xk <= xj) && (yi <= yk || yj <= yk) && (yk <= yi || yk <= yj);