remove some dead code

This commit is contained in:
Brad Hefta-Gaub 2015-10-19 15:23:45 -07:00
parent 110adc5c22
commit 0b2bf8bda8
2 changed files with 1 additions and 19 deletions

View file

@ -229,8 +229,6 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
static bool shouldRenderTableNeedsBuilding = true; static bool shouldRenderTableNeedsBuilding = true;
static QMap<float, float> shouldRenderTable; static QMap<float, float> shouldRenderTable;
if (shouldRenderTableNeedsBuilding) { if (shouldRenderTableNeedsBuilding) {
qDebug() << "LODManager::shouldRender() rebuilding table!";
float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
float scale = maxScale; float scale = maxScale;
float factor = 1.0f; float factor = 1.0f;
@ -256,14 +254,7 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
visibleDistanceAtClosestScale *= 2.0f; visibleDistanceAtClosestScale *= 2.0f;
} }
bool result = distanceToCamera <= visibleDistanceAtClosestScale; return distanceToCamera <= visibleDistanceAtClosestScale;
/*
qDebug() << "LODManager::shouldRender() bounds:" << bounds << "result:" << result
<< "distanceToCamera:" << distanceToCamera << "visibleDistanceAtClosestScale:" << visibleDistanceAtClosestScale;
*/
return result;
}; };
// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells // TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells

View file

@ -230,27 +230,18 @@ public:
class CullItems { class CullItems {
public: public:
CullItems() {
qDebug() << "CullItems() created... ";
}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems); void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
typedef Job::ModelIO<CullItems, ItemIDsBounds, ItemIDsBounds> JobModel; typedef Job::ModelIO<CullItems, ItemIDsBounds, ItemIDsBounds> JobModel;
}; };
class CullItemsOpaque { class CullItemsOpaque {
public: public:
CullItemsOpaque() {
qDebug() << "CullItemsOpaque() created... ";
}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems); void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
typedef Job::ModelIO<CullItemsOpaque, ItemIDsBounds, ItemIDsBounds> JobModel; typedef Job::ModelIO<CullItemsOpaque, ItemIDsBounds, ItemIDsBounds> JobModel;
}; };
class CullItemsTransparent { class CullItemsTransparent {
public: public:
CullItemsTransparent() {
qDebug() << "CullItemsTransparent() created... ";
}
void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems); void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
typedef Job::ModelIO<CullItemsTransparent, ItemIDsBounds, ItemIDsBounds> JobModel; typedef Job::ModelIO<CullItemsTransparent, ItemIDsBounds, ItemIDsBounds> JobModel;
}; };