lowered voxel count so Ryan can run, and handle too many voxels case slightly more gracefully than crashing

This commit is contained in:
ZappoMan 2013-05-08 18:06:13 -07:00
parent 9bde92fe78
commit 244b4a17f7
2 changed files with 6 additions and 1 deletions

View file

@ -220,6 +220,11 @@ int VoxelSystem::newTreeToArrays(VoxelNode* node) {
}
int VoxelSystem::newway__updateNodeInArray(VoxelNode* node) {
// If we've run out of room, then just bail...
if (_voxelsInWriteArrays >= MAX_VOXELS_PER_SYSTEM) {
return 0;
}
if (node->getShouldRender()) {
glm::vec3 startVertex = node->getCorner();
float voxelScale = node->getScale();

View file

@ -19,7 +19,7 @@ const int TREE_SCALE = 128;
const int NUMBER_OF_CHILDREN = 8;
const int MAX_VOXEL_PACKET_SIZE = 1492;
const int MAX_TREE_SLICE_BYTES = 26;
const int MAX_VOXELS_PER_SYSTEM = 500000;
const int MAX_VOXELS_PER_SYSTEM = 200000;
const int VERTICES_PER_VOXEL = 24;
const int VERTEX_POINTS_PER_VOXEL = 3 * VERTICES_PER_VOXEL;
const int INDICES_PER_VOXEL = 3 * 12;