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synced 2025-06-22 20:40:14 +02:00
remove some dead code
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parent
110adc5c22
commit
0b2bf8bda8
2 changed files with 1 additions and 19 deletions
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@ -229,8 +229,6 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
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static bool shouldRenderTableNeedsBuilding = true;
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static bool shouldRenderTableNeedsBuilding = true;
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static QMap<float, float> shouldRenderTable;
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static QMap<float, float> shouldRenderTable;
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if (shouldRenderTableNeedsBuilding) {
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if (shouldRenderTableNeedsBuilding) {
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qDebug() << "LODManager::shouldRender() rebuilding table!";
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float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
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float SMALLEST_SCALE_IN_TABLE = 0.001f; // 1mm is plenty small
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float scale = maxScale;
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float scale = maxScale;
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float factor = 1.0f;
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float factor = 1.0f;
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@ -256,14 +254,7 @@ bool LODManager::shouldRender(const RenderArgs* args, const AABox& bounds) {
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visibleDistanceAtClosestScale *= 2.0f;
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visibleDistanceAtClosestScale *= 2.0f;
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}
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}
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bool result = distanceToCamera <= visibleDistanceAtClosestScale;
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return distanceToCamera <= visibleDistanceAtClosestScale;
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/*
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qDebug() << "LODManager::shouldRender() bounds:" << bounds << "result:" << result
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<< "distanceToCamera:" << distanceToCamera << "visibleDistanceAtClosestScale:" << visibleDistanceAtClosestScale;
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*/
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return result;
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};
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};
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// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells
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// TODO: This is essentially the same logic used to render octree cells, but since models are more detailed then octree cells
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@ -230,27 +230,18 @@ public:
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class CullItems {
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class CullItems {
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public:
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public:
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CullItems() {
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qDebug() << "CullItems() created... ";
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}
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void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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typedef Job::ModelIO<CullItems, ItemIDsBounds, ItemIDsBounds> JobModel;
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typedef Job::ModelIO<CullItems, ItemIDsBounds, ItemIDsBounds> JobModel;
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};
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};
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class CullItemsOpaque {
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class CullItemsOpaque {
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public:
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public:
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CullItemsOpaque() {
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qDebug() << "CullItemsOpaque() created... ";
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}
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void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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typedef Job::ModelIO<CullItemsOpaque, ItemIDsBounds, ItemIDsBounds> JobModel;
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typedef Job::ModelIO<CullItemsOpaque, ItemIDsBounds, ItemIDsBounds> JobModel;
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};
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};
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class CullItemsTransparent {
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class CullItemsTransparent {
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public:
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public:
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CullItemsTransparent() {
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qDebug() << "CullItemsTransparent() created... ";
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}
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void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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void run(const SceneContextPointer& sceneContext, const RenderContextPointer& renderContext, const ItemIDsBounds& inItems, ItemIDsBounds& outItems);
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typedef Job::ModelIO<CullItemsTransparent, ItemIDsBounds, ItemIDsBounds> JobModel;
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typedef Job::ModelIO<CullItemsTransparent, ItemIDsBounds, ItemIDsBounds> JobModel;
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};
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};
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