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removed some dead code
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1 changed files with 9 additions and 3 deletions
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@ -109,18 +109,24 @@ protected:
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void setupNewVoxelsForDrawing();
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void setupNewVoxelsForDrawing();
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static const bool DONT_BAIL_EARLY; // by default we will bail early, if you want to force not bailing, then use this
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static const bool DONT_BAIL_EARLY; // by default we will bail early, if you want to force not bailing, then use this
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void setupNewVoxelsForDrawingSingleNode(bool allowBailEarly = true);
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void setupNewVoxelsForDrawingSingleNode(bool allowBailEarly = true);
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/// called on the hide/show thread to hide any out of view voxels and show any newly in view voxels.
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void checkForCulling();
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void checkForCulling();
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/// single pass to remove old VBO data and fill it with correct current view, used when switching LOD or needing to force
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/// a full redraw of everything in view
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void recreateVoxelGeometryInView();
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void recreateVoxelGeometryInView();
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glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
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glm::vec3 computeVoxelVertex(const glm::vec3& startVertex, float voxelScale, int index) const;
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virtual void updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
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virtual void updateArraysDetails(glBufferIndex nodeIndex, const glm::vec3& startVertex,
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float voxelScale, const nodeColor& color);
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float voxelScale, const nodeColor& color);
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virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
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virtual void copyWrittenDataSegmentToReadArrays(glBufferIndex segmentStart, glBufferIndex segmentEnd);
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virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
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virtual void updateVBOSegment(glBufferIndex segmentStart, glBufferIndex segmentEnd);
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virtual void applyScaleAndBindProgram(bool texture);
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virtual void removeScaleAndReleaseProgram(bool texture);
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virtual void applyScaleAndBindProgram(bool texture); /// used in render() to apply shadows and textures
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virtual void removeScaleAndReleaseProgram(bool texture); /// stop the shaders for shadows and textures
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private:
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private:
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// disallow copying of VoxelSystem objects
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// disallow copying of VoxelSystem objects
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