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added menu item to enable extra debugging to help debug hq VS issue
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parent
db08b20405
commit
a04cd8e95c
3 changed files with 35 additions and 10 deletions
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@ -2370,6 +2370,8 @@ void Application::queryVoxels() {
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return;
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}
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bool bWantExtraDebugging = Menu::getInstance()->isOptionChecked(MenuOption::ExtraDebugging);
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// These will be the same for all servers, so we can set them up once and then reuse for each server we send to.
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_voxelQuery.setWantLowResMoving(Menu::getInstance()->isOptionChecked(MenuOption::LowRes));
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_voxelQuery.setWantColor(Menu::getInstance()->isOptionChecked(MenuOption::SendVoxelColors));
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@ -2428,7 +2430,7 @@ void Application::queryVoxels() {
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}
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}
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if (unknownJurisdictionServers > 0) {
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if (bWantExtraDebugging && unknownJurisdictionServers > 0) {
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qDebug("Servers: total %d, in view %d, unknown jurisdiction %d \n",
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totalServers, inViewServers, unknownJurisdictionServers);
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}
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@ -2448,7 +2450,7 @@ void Application::queryVoxels() {
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}
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}
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if (unknownJurisdictionServers > 0) {
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if (bWantExtraDebugging && unknownJurisdictionServers > 0) {
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qDebug("perServerPPS: %d perUnknownServer: %d\n", perServerPPS, perUnknownServer);
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}
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@ -2468,7 +2470,9 @@ void Application::queryVoxels() {
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// can get the jurisdiction...
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if (_voxelServerJurisdictions.find(nodeUUID) == _voxelServerJurisdictions.end()) {
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unknownView = true; // assume it's in view
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qDebug() << "no known jurisdiction for node " << *node << ", assume it's visible.\n";
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if (bWantExtraDebugging) {
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qDebug() << "no known jurisdiction for node " << *node << ", assume it's visible.\n";
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}
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} else {
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const JurisdictionMap& map = (_voxelServerJurisdictions)[nodeUUID];
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@ -2486,21 +2490,38 @@ void Application::queryVoxels() {
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} else {
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inView = false;
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}
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} else {
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if (bWantExtraDebugging) {
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qDebug() << "Jurisdiction without RootCode for node " << *node << ". That's unusual!\n";
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}
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}
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}
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if (inView) {
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_voxelQuery.setMaxVoxelPacketsPerSecond(perServerPPS);
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} else if (unknownView) {
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qDebug() << "no known jurisdiction for node " << *node << ", give it budget of "
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<< perUnknownServer << " to send us jurisdiction.\n";
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if (bWantExtraDebugging) {
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qDebug() << "no known jurisdiction for node " << *node << ", give it budget of "
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<< perUnknownServer << " to send us jurisdiction.\n";
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}
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// set the query's position/orientation to be degenerate in a manner that will get the scene quickly
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_voxelQuery.setCameraPosition(glm::vec3(-0.1,-0.1,-0.1));
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const glm::quat OFF_IN_NEGATIVE_SPACE = glm::quat(-0.5, 0, -0.5, 1.0);
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_voxelQuery.setCameraOrientation(OFF_IN_NEGATIVE_SPACE);
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_voxelQuery.setCameraNearClip(0.1);
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_voxelQuery.setCameraFarClip(0.1);
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// If there's only one server, then don't do this, and just let the normal voxel query pass through
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// as expected... this way, we will actually get a valid scene if there is one to be seen
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if (totalServers > 1) {
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_voxelQuery.setCameraPosition(glm::vec3(-0.1,-0.1,-0.1));
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const glm::quat OFF_IN_NEGATIVE_SPACE = glm::quat(-0.5, 0, -0.5, 1.0);
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_voxelQuery.setCameraOrientation(OFF_IN_NEGATIVE_SPACE);
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_voxelQuery.setCameraNearClip(0.1);
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_voxelQuery.setCameraFarClip(0.1);
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if (bWantExtraDebugging) {
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qDebug() << "Using 'minimal' camera position for node " << *node << "\n";
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}
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} else {
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if (bWantExtraDebugging) {
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qDebug() << "Using regular camera position for node " << *node << "\n";
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}
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}
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_voxelQuery.setMaxVoxelPacketsPerSecond(perUnknownServer);
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} else {
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_voxelQuery.setMaxVoxelPacketsPerSecond(0);
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@ -476,6 +476,9 @@ Menu::Menu() :
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addCheckableActionToQMenuAndActionHash(voxelProtoOptionsMenu, MenuOption::OcclusionCulling);
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addCheckableActionToQMenuAndActionHash(voxelProtoOptionsMenu, MenuOption::DestructiveAddVoxel);
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addCheckableActionToQMenuAndActionHash(developerMenu, MenuOption::ExtraDebugging);
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#ifndef Q_OS_MAC
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QMenu* helpMenu = addMenu("Help");
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QAction* helpAction = helpMenu->addAction(MenuOption::AboutApp);
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@ -163,6 +163,7 @@ namespace MenuOption {
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const QString DontCallOpenGLForVoxels = "Don't call glDrawRangeElementsEXT() for Voxels";
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const QString EchoAudio = "Echo Audio";
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const QString ExportVoxels = "Export Voxels";
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const QString ExtraDebugging = "Extra Debugging";
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const QString HeadMouse = "Head Mouse";
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const QString FaceMode = "Cycle Face Mode";
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const QString FaceshiftTCP = "Faceshift (TCP)";
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