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removed some dead code
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parent
845b8924a5
commit
de7cb9227a
1 changed files with 4 additions and 43 deletions
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@ -65,7 +65,6 @@ bool wantSearchForColoredNodes = false;
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EnvironmentData environmentData[3];
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VoxelNode* leftOffAt = NULL;
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void scanTreeWithOcclusion(VoxelTree* tree, ViewFrustum* viewFrustum, CoverageMap* coverageMap, bool wantsOcclusionCulling);
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@ -818,31 +817,6 @@ bool scanTreeWithOcclusionOperation(VoxelNode* node, int level, void* extraData)
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//return true;
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/***
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// If we had a previous leftOffAt, then keep going until we get find it
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if (args->leftOffAt) {
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// if this isn't our node, the just keep searching
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if (node != args->leftOffAt) {
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return true;
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}
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// otherwise, stop searching and start processing
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args->leftOffAt = NULL;
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args->startScan = usecTimestampNow();
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} else {
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// bail if we've taken too long
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long long now = usecTimestampNow();
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if (now - args->startScan > MAX_SCAN) {
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// if we just stopped, then record this stop time
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if (args->stopScan == 0) {
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args->stopScan = now;
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args->leftOffAt = node;
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}
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return false;
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}
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}
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**/
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args->totalVoxels++;
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// SOME FACTS WE KNOW...
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@ -850,7 +824,6 @@ bool scanTreeWithOcclusionOperation(VoxelNode* node, int level, void* extraData)
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// shouldn't have to check that any more... use InFrustum() and store something in args to know
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// that that part of the stack is in frustum. (do we also need to store a pointer to the parent node
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// that is INSIDE so that when we unwind back to that point we start checking again?... probably)
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/**/
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if (args->subTreeLocation == ViewFrustum::INSIDE) {
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args->subTreeInside++;
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// continue without checking further
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@ -869,10 +842,11 @@ bool scanTreeWithOcclusionOperation(VoxelNode* node, int level, void* extraData)
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}
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// remember this for next recursion pass
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// NOTE: This doesn't actually work because we need a stack of these, and our code doesn't execute
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// to pop the stack. Similar problem with level.
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// to pop the stack. Similar problem with level. So we need a solution to allow operation functions to
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// store information on a stack.
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//args->subTreeLocation = location;
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}
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/**/
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// If this node is too far for LOD...
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float distanceSquared = node->distanceSquareToPoint(args->cameraPosition);
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float boundaryDistanceSquared = boundaryDistanceSquaredForRenderLevel(node->getLevel()); //level+1);
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@ -886,10 +860,7 @@ bool scanTreeWithOcclusionOperation(VoxelNode* node, int level, void* extraData)
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return false;
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}
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//return true; // so only counting in view/LOD
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// If we are a parent, let's see if we're completely occluded.
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// Handle occlusion culling tests.
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if (args->wantsOcclusionCulling) {
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if (!node->isLeaf()) {
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args->nonLeaves++;
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@ -911,16 +882,6 @@ bool scanTreeWithOcclusionOperation(VoxelNode* node, int level, void* extraData)
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if (result == OCCLUDED) {
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args->nonLeavesOccluded++;
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delete voxelPolygon;
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/** Maybe we want to do this? But it's really only for debug accounting ******
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CountSubTreeOperationArgs subArgs;
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subArgs.voxelsTouched = 0;
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args->tree->recurseNodeWithOperation(node, countSubTreeOperation, &subArgs );
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args->subtreeVoxelsSkipped += (subArgs.voxelsTouched - 1);
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args->totalVoxels += (subArgs.voxelsTouched - 1);
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*****/
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return false;
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}
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