removed some old comments

This commit is contained in:
ZappoMan 2013-10-21 16:14:34 -07:00
parent 22a1d0a699
commit f5efe2dd7f

View file

@ -1815,13 +1815,8 @@ void VoxelSystem::hideOutOfView() {
const bool wantViewFrustumDebugging = false; // change to true for additional debugging
if (wantViewFrustumDebugging) {
printf("\n\n----------thisViewFrustum----------\n");
args.thisViewFrustum.printDebugDetails();
if (!_culledOnce) {
printf("\n\n----------NOT YET CULLED !!!!----------\n");
} else {
printf("\n\n----------lastViewFrustum----------\n");
if (_culledOnce) {
args.lastViewFrustum.printDebugDetails();
}
}
@ -1836,35 +1831,14 @@ void VoxelSystem::hideOutOfView() {
//
// 1) This might work well for rotating, but what about moving forward?
// in the move forward case, you'll get new voxel details, but those
// new voxels will be in the last view... does that work?
// new voxels will be in the last view... does that work? This works
// ok for now because voxel server resends them and so they get redisplayed,
// but this will not work if we update the voxel server to send less data.
//
// 2) what about voxels coming in from the network that are OUTSIDE of the view
// frustum... they don't get hidden... and so we can't assume they are correctly
// hidden... we could solve this with checking in view on voxelUpdated...
//
// 3) this seems to mostly work for a few minutes, then it starts to break after some period of time??
// and is it related to what appears to be the view changing even when stationary...???
//
// 4) if something goes wrong it stays wrong? unless new packets come from network... why aren't those redrawing...
//
// consider doing false colorization...
//
// What if we kept track of which voxels were visible, and iterated them in an array instead of in the tree?
// would that be faster? seems like it wouldn't be.
//
// What's working well now....
// Fast Voxel Pipeline + normal Remove Out Of View...
// this fails when you spin around, it will just have a big blank spot...
// you also see flashes of white/no voxels in areas you've already been
//
// When you add Don't Remove Out of View voxels...
// works OK... but... it loads up too many voxels...
// and frame rate drops...
//
// We'd like to add in hide/show... but things break... See above.
// this is the problem... SOLVE this problem...
_tree->recurseTreeWithOperation(hideOutOfViewOperation,(void*)&args);
_lastCulledViewFrustum = args.thisViewFrustum; // save last stable
_culledOnce = true;
@ -1874,7 +1848,6 @@ void VoxelSystem::hideOutOfView() {
setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
}
if (showDebugDetails) {
qDebug("hideOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld\n",
args.nodesScanned, args.nodesRemoved, args.nodesInside,