removed some dead code that wasn't being called/used

This commit is contained in:
ZappoMan 2014-06-09 14:33:34 -07:00
parent c5647addf4
commit 7d0418420d
2 changed files with 0 additions and 44 deletions

View file

@ -79,7 +79,6 @@ VoxelSystem::VoxelSystem(float treeScale, int maxVoxels, VoxelTree* tree)
VoxelTreeElement::addDeleteHook(this);
VoxelTreeElement::addUpdateHook(this);
_abandonedVBOSlots = 0;
_falseColorizeBySource = false;
_dataSourceUUID = QUuid();
_voxelServerCount = 0;
@ -222,7 +221,6 @@ void VoxelSystem::clearFreeBufferIndexes() {
bool showWarnings = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
PerformanceWarning warn(showWarnings, "clearFreeBufferIndexes()");
_voxelsInWriteArrays = 0; // reset our VBO
_abandonedVBOSlots = 0;
// clear out freeIndexes
{
@ -659,10 +657,6 @@ void VoxelSystem::setupNewVoxelsForDrawing() {
_voxelsUpdated = newTreeToArrays(_tree->getRoot());
_tree->clearDirtyBit(); // after we pull the trees into the array, we can consider the tree clean
if (_writeRenderFullVBO) {
_abandonedVBOSlots = 0; // reset the count of our abandoned slots, why is this here and not earlier????
}
_writeRenderFullVBO = false;
} else {
_voxelsUpdated = 0;
@ -783,7 +777,6 @@ bool VoxelSystem::recreateVoxelGeometryInViewOperation(OctreeElement* element, v
}
// TODO: does cleanupRemovedVoxels() ever get called?
// TODO: other than cleanupRemovedVoxels() is there anyplace we attempt to detect too many abandoned slots???
void VoxelSystem::recreateVoxelGeometryInView() {
@ -850,37 +843,6 @@ void VoxelSystem::checkForCulling() {
quint64 endViewCulling = usecTimestampNow();
_lastViewCullingElapsed = (endViewCulling - start) / 1000;
}
// Once we call cleanupRemovedVoxels() we do need to rebuild our VBOs (if anything was actually removed). So,
// we should consider putting this someplace else... as this might be able to occur less frequently, and save us on
// VBO reubuilding. Possibly we should do this only if our actual VBO usage crosses some lower boundary.
cleanupRemovedVoxels();
}
void VoxelSystem::cleanupRemovedVoxels() {
PerformanceWarning warn(Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings), "cleanupRemovedVoxels()");
// This handles cleanup of voxels that were culled as part of our regular out of view culling operation
if (!_removedVoxels.isEmpty()) {
if (Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
qDebug() << "cleanupRemovedVoxels().. _removedVoxels=" << _removedVoxels.count();
}
while (!_removedVoxels.isEmpty()) {
delete _removedVoxels.extract();
}
_writeRenderFullVBO = true; // if we remove voxels, we must update our full VBOs
}
// we also might have VBO slots that have been abandoned, if too many of our VBO slots
// are abandonded we want to rerender our full VBOs
const float TOO_MANY_ABANDONED_RATIO = 0.5f;
if (!_usePrimitiveRenderer && !_writeRenderFullVBO &&
(_abandonedVBOSlots > (_voxelsInWriteArrays * TOO_MANY_ABANDONED_RATIO))) {
if (Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings)) {
qDebug() << "cleanupRemovedVoxels().. _abandonedVBOSlots ["
<< _abandonedVBOSlots << "] > TOO_MANY_ABANDONED_RATIO";
}
_writeRenderFullVBO = true;
}
}
void VoxelSystem::copyWrittenDataToReadArraysFullVBOs() {
@ -1200,9 +1162,6 @@ void VoxelSystem::init() {
_initialMemoryUsageGPU = getFreeMemoryGPU();
initVoxelMemory();
// our own _removedVoxels doesn't need to be notified of voxel deletes
VoxelTreeElement::removeDeleteHook(&_removedVoxels);
}
void VoxelSystem::changeTree(VoxelTree* newTree) {

View file

@ -134,7 +134,6 @@ private:
bool _initialized;
int _callsToTreesToArrays;
OctreeElementBag _removedVoxels;
// Operation functions for tree recursion methods
static int _nodeCount;
@ -177,7 +176,6 @@ private:
unsigned long _voxelsUpdated;
unsigned long _voxelsInReadArrays;
unsigned long _voxelsInWriteArrays;
unsigned long _abandonedVBOSlots;
bool _writeRenderFullVBO;
bool _readRenderFullVBO;
@ -222,7 +220,6 @@ private:
void setupFaceIndices(GLuint& faceVBOID, GLubyte faceIdentityIndices[]);
int newTreeToArrays(VoxelTreeElement* currentNode);
void cleanupRemovedVoxels();
void copyWrittenDataToReadArrays(bool fullVBOs);