From bfb9ed2229ca365424a27f8cc9fa4b17ad83e799 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Tue, 22 Oct 2013 09:22:55 -0700 Subject: [PATCH 1/3] fix issue with delta frustums in hideOutOfView --- libraries/voxel-server-library/src/VoxelSendThread.cpp | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/libraries/voxel-server-library/src/VoxelSendThread.cpp b/libraries/voxel-server-library/src/VoxelSendThread.cpp index 2cc0277cff..b7f102fb90 100644 --- a/libraries/voxel-server-library/src/VoxelSendThread.cpp +++ b/libraries/voxel-server-library/src/VoxelSendThread.cpp @@ -195,7 +195,14 @@ void VoxelSendThread::deepestLevelVoxelDistributor(Node* node, VoxelNodeData* no nodeData->stats.sceneStarted(isFullScene, viewFrustumChanged, _myServer->getServerTree().rootNode, _myServer->getJurisdiction()); // This is the start of "resending" the scene. - nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); + bool dontRestartSceneOnMove = false; // this is experimental + if (dontRestartSceneOnMove) { + if (nodeData->nodeBag.isEmpty()) { + nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); // only in case of empty + } + } else { + nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); // only in case of empty + } } // If we have something in our nodeBag, then turn them into packets and send them out... From 73d8cdacf8b6d28d07401b64651043c43faeb135 Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Tue, 22 Oct 2013 09:24:21 -0700 Subject: [PATCH 2/3] fixed comment --- libraries/voxel-server-library/src/VoxelSendThread.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/libraries/voxel-server-library/src/VoxelSendThread.cpp b/libraries/voxel-server-library/src/VoxelSendThread.cpp index b7f102fb90..6fbf034455 100644 --- a/libraries/voxel-server-library/src/VoxelSendThread.cpp +++ b/libraries/voxel-server-library/src/VoxelSendThread.cpp @@ -201,7 +201,7 @@ void VoxelSendThread::deepestLevelVoxelDistributor(Node* node, VoxelNodeData* no nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); // only in case of empty } } else { - nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); // only in case of empty + nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); // original behavior, reset on move or empty } } From 96cd8c5d9706759c699ff206183db1f7eac62bbc Mon Sep 17 00:00:00 2001 From: ZappoMan Date: Tue, 22 Oct 2013 09:25:01 -0700 Subject: [PATCH 3/3] fixed issue with delta frustums on hide out of view --- interface/src/VoxelSystem.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/interface/src/VoxelSystem.cpp b/interface/src/VoxelSystem.cpp index 54fdd50976..6ae97a52b9 100644 --- a/interface/src/VoxelSystem.cpp +++ b/interface/src/VoxelSystem.cpp @@ -1810,7 +1810,7 @@ void VoxelSystem::hideOutOfView() { bool showDebugDetails = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings); PerformanceWarning warn(showDebugDetails, "hideOutOfView()", showDebugDetails); bool widenFrustum = true; - bool wantDeltaFrustums = false; // Menu::getInstance()->isOptionChecked(MenuOption::UseDeltaFrustumInHide); + bool wantDeltaFrustums = Menu::getInstance()->isOptionChecked(MenuOption::UseDeltaFrustumInHide); hideOutOfViewArgs args(this, this->_tree, _culledOnce, widenFrustum, wantDeltaFrustums); const bool wantViewFrustumDebugging = false; // change to true for additional debugging