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Merge pull request #1097 from ZappoMan/keep_local_voxels
Fixed bug in Keep Local Voxels
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commit
d44a82fce1
2 changed files with 9 additions and 2 deletions
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@ -1810,7 +1810,7 @@ void VoxelSystem::hideOutOfView() {
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bool showDebugDetails = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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bool showDebugDetails = Menu::getInstance()->isOptionChecked(MenuOption::PipelineWarnings);
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PerformanceWarning warn(showDebugDetails, "hideOutOfView()", showDebugDetails);
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PerformanceWarning warn(showDebugDetails, "hideOutOfView()", showDebugDetails);
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bool widenFrustum = true;
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bool widenFrustum = true;
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bool wantDeltaFrustums = false; // Menu::getInstance()->isOptionChecked(MenuOption::UseDeltaFrustumInHide);
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bool wantDeltaFrustums = Menu::getInstance()->isOptionChecked(MenuOption::UseDeltaFrustumInHide);
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hideOutOfViewArgs args(this, this->_tree, _culledOnce, widenFrustum, wantDeltaFrustums);
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hideOutOfViewArgs args(this, this->_tree, _culledOnce, widenFrustum, wantDeltaFrustums);
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const bool wantViewFrustumDebugging = false; // change to true for additional debugging
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const bool wantViewFrustumDebugging = false; // change to true for additional debugging
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@ -195,7 +195,14 @@ void VoxelSendThread::deepestLevelVoxelDistributor(Node* node, VoxelNodeData* no
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nodeData->stats.sceneStarted(isFullScene, viewFrustumChanged, _myServer->getServerTree().rootNode, _myServer->getJurisdiction());
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nodeData->stats.sceneStarted(isFullScene, viewFrustumChanged, _myServer->getServerTree().rootNode, _myServer->getJurisdiction());
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// This is the start of "resending" the scene.
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// This is the start of "resending" the scene.
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nodeData->nodeBag.insert(_myServer->getServerTree().rootNode);
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bool dontRestartSceneOnMove = false; // this is experimental
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if (dontRestartSceneOnMove) {
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if (nodeData->nodeBag.isEmpty()) {
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nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); // only in case of empty
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}
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} else {
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nodeData->nodeBag.insert(_myServer->getServerTree().rootNode); // original behavior, reset on move or empty
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}
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}
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}
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// If we have something in our nodeBag, then turn them into packets and send them out...
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// If we have something in our nodeBag, then turn them into packets and send them out...
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