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remove redundant calls to reaverageVoxelColors() now only use recursion unwinding
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commit
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1 changed files with 1 additions and 6 deletions
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@ -261,7 +261,6 @@ void VoxelTree::deleteVoxelAt(float x, float y, float z, float s, bool stage) {
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unsigned char* octalCode = pointToVoxel(x,y,z,s,0,0,0);
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deleteVoxelCodeFromTree(octalCode, stage);
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delete octalCode; // cleanup memory
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reaverageVoxelColors(rootNode);
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}
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@ -365,9 +364,6 @@ void VoxelTree::deleteVoxelCodeFromTreeRecursion(VoxelNode* node, void* extraDat
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childNode->stageForDeletion();
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} else {
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node->deleteChildAtIndex(childIndex); // note: this will track dirtiness and lastChanged for this node
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if (_shouldReaverage) {
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node->setColorFromAverageOfChildren();
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}
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}
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// track our tree dirtiness
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@ -503,7 +499,6 @@ void VoxelTree::processRemoveVoxelBitstream(unsigned char * bitstream, int buffe
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voxelCode+=voxelDataSize;
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atByte+=voxelDataSize;
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}
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reaverageVoxelColors(rootNode); // Fix our colors!! Need to call it on rootNode
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}
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void VoxelTree::printTreeForDebugging(VoxelNode *startNode) {
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@ -552,6 +547,7 @@ void VoxelTree::printTreeForDebugging(VoxelNode *startNode) {
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}
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}
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// Note: this is an expensive call. Don't call it unless you really need to reaverage the entire tree (from startNode)
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void VoxelTree::reaverageVoxelColors(VoxelNode *startNode) {
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// if our tree is a reaveraging tree, then we do this, otherwise we don't do anything
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if (_shouldReaverage) {
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@ -785,7 +781,6 @@ void VoxelTree::createSphere(float radius, float xc, float yc, float zc, float v
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thisRadius += thisVoxelSize;
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thisVoxelSize = std::max(voxelSize, thisVoxelSize / 2.0f);
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}
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this->reaverageVoxelColors(this->rootNode);
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}
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int VoxelTree::searchForColoredNodes(int maxSearchLevel, VoxelNode* node, const ViewFrustum& viewFrustum, VoxelNodeBag& bag,
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