Merge pull request #705 from ZappoMan/bug_fixes

cleaned up some compiler warnings and constants
This commit is contained in:
Stephen Birarda 2013-07-18 10:27:30 -07:00
commit 5edcfaa38b
3 changed files with 10 additions and 10 deletions

View file

@ -430,7 +430,7 @@ bool CoverageRegion::mergeItemsInArray(VoxelProjectedPolygon* seed, bool seedInA
otherPolygon->merge(*seed);
if (seedInArray) {
const int IGNORED = NULL;
int* IGNORED = NULL;
// remove this otherOtherPolygon for our polygon array
_polygonCount = removeFromSortedArrays((void*)seed,
(void**)_polygons, _polygonDistances, IGNORED,
@ -479,7 +479,7 @@ void CoverageRegion::storeInArray(VoxelProjectedPolygon* polygon) {
// in the list. We still check to see if the polygon is "in front" of the target polygon before we test occlusion. Since
// sometimes things come out of order.
const bool SORT_BY_SIZE = false;
const int IGNORED = NULL;
int IGNORED = 0;
if (SORT_BY_SIZE) {
// This old code assumes that polygons will always be added in z-buffer order, but that doesn't seem to
// be a good assumption. So instead, we will need to sort this by distance. Use a binary search to find the
@ -488,12 +488,12 @@ void CoverageRegion::storeInArray(VoxelProjectedPolygon* polygon) {
float reverseArea = 4.0f - area;
//qDebug("store by size area=%f reverse area=%f\n", area, reverseArea);
_polygonCount = insertIntoSortedArrays((void*)polygon, reverseArea, IGNORED,
(void**)_polygons, _polygonSizes, IGNORED,
(void**)_polygons, _polygonSizes, &IGNORED,
_polygonCount, _polygonArraySize);
} else {
const int IGNORED = NULL;
int IGNORED = 0;
_polygonCount = insertIntoSortedArrays((void*)polygon, polygon->getDistance(), IGNORED,
(void**)_polygons, _polygonDistances, IGNORED,
(void**)_polygons, _polygonDistances, &IGNORED,
_polygonCount, _polygonArraySize);
}

View file

@ -23,7 +23,8 @@ const glm::vec3 IDENTITY_FRONT = glm::vec3( 0.0f, 0.0f,-1.0f);
const bool LOW_RES_MONO = false; // while in "low res mode" do voxels switch to monochrome
const uint64_t CHANGE_FUDGE = 1000 * 200; // useconds of fudge in determining if we want to resend changed voxels
const int TREE_SCALE = 128;
const int TREE_SCALE = 128; // This is the number of meters of the 0.0 to 1.0 voxel universe
const float VOXEL_SIZE_SCALE = 50000.0f; // This controls the LOD bigger will make smaller voxels visible at greater distance
const int NUMBER_OF_CHILDREN = 8;
const int MAX_VOXEL_PACKET_SIZE = 1492;
@ -40,4 +41,4 @@ const glBufferIndex GLBUFFER_INDEX_UNKNOWN = ULONG_MAX;
const float SIXTY_FPS_IN_MILLISECONDS = 1000.0f / 60.0f;
const float VIEW_CULLING_RATE_IN_MILLISECONDS = 1000.0f; // once a second is fine
#endif
#endif

View file

@ -32,12 +32,11 @@
#include "VoxelTree.h"
float boundaryDistanceForRenderLevel(unsigned int renderLevel) {
const float voxelSizeScale = 50000.0f;
return voxelSizeScale / powf(2, renderLevel);
return ::VOXEL_SIZE_SCALE / powf(2, renderLevel);
}
float boundaryDistanceSquaredForRenderLevel(unsigned int renderLevel) {
const float voxelSizeScale = (50000.0f/TREE_SCALE) * (50000.0f/TREE_SCALE);
const float voxelSizeScale = (::VOXEL_SIZE_SCALE/TREE_SCALE) * (::VOXEL_SIZE_SCALE/TREE_SCALE);
return voxelSizeScale / powf(2, (2 * renderLevel));
}