code cleanup

This commit is contained in:
ZappoMan 2013-06-18 10:25:58 -07:00
parent 46d7ada753
commit a6b4bdba53

View file

@ -141,30 +141,7 @@ void CoverageMap::storeInArray(VoxelProjectedShadow* polygon) {
}
// possible results = STORED, OCCLUDED, DOESNT_FIT
// storeInMap(poly)
// if (poly->BB inside myBB)
// -- at this point, we can check polygons at this level
// -- to see if they occlude the polygon being inserted
// -- since the polygons at this level are big relative to
// -- lower levels, there's a higher chance for them to occlude
// -- Note: list should be "depth" sorted
// for each polygon at this level
// if (levelpolygon.occludes(poly))
// return OCCLUDED
// end
// for each child
// childResult = child->storeInMap(poly)
// if (childResult == STORED || childResult == OCCLUDED)
// return childResult
// end
// end
// -- if we got here, then the polygon didn't fit in any of the children and
// -- wasn't already occluded, so store it here
// insert into local list (poly, poly.depth)
// return STORED
// end
// return DOESNT_FIT
// possible results = STORED/NOT_STORED, OCCLUDED, DOESNT_FIT
CoverageMap::StorageResult CoverageMap::checkMap(VoxelProjectedShadow* polygon, bool storeIt) {
if (_isRoot || _myBoundingBox.contains(polygon->getBoundingBox())) {
// check to make sure this polygon isn't occluded by something at this level