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removed some old comments
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1 changed files with 4 additions and 31 deletions
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@ -1815,13 +1815,8 @@ void VoxelSystem::hideOutOfView() {
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const bool wantViewFrustumDebugging = false; // change to true for additional debugging
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if (wantViewFrustumDebugging) {
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printf("\n\n----------thisViewFrustum----------\n");
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args.thisViewFrustum.printDebugDetails();
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if (!_culledOnce) {
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printf("\n\n----------NOT YET CULLED !!!!----------\n");
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} else {
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printf("\n\n----------lastViewFrustum----------\n");
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if (_culledOnce) {
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args.lastViewFrustum.printDebugDetails();
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}
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}
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@ -1836,35 +1831,14 @@ void VoxelSystem::hideOutOfView() {
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//
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// 1) This might work well for rotating, but what about moving forward?
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// in the move forward case, you'll get new voxel details, but those
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// new voxels will be in the last view... does that work?
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// new voxels will be in the last view... does that work? This works
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// ok for now because voxel server resends them and so they get redisplayed,
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// but this will not work if we update the voxel server to send less data.
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//
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// 2) what about voxels coming in from the network that are OUTSIDE of the view
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// frustum... they don't get hidden... and so we can't assume they are correctly
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// hidden... we could solve this with checking in view on voxelUpdated...
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//
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// 3) this seems to mostly work for a few minutes, then it starts to break after some period of time??
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// and is it related to what appears to be the view changing even when stationary...???
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//
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// 4) if something goes wrong it stays wrong? unless new packets come from network... why aren't those redrawing...
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//
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// consider doing false colorization...
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//
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// What if we kept track of which voxels were visible, and iterated them in an array instead of in the tree?
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// would that be faster? seems like it wouldn't be.
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//
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// What's working well now....
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// Fast Voxel Pipeline + normal Remove Out Of View...
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// this fails when you spin around, it will just have a big blank spot...
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// you also see flashes of white/no voxels in areas you've already been
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//
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// When you add Don't Remove Out of View voxels...
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// works OK... but... it loads up too many voxels...
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// and frame rate drops...
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//
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// We'd like to add in hide/show... but things break... See above.
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// this is the problem... SOLVE this problem...
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_tree->recurseTreeWithOperation(hideOutOfViewOperation,(void*)&args);
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_lastCulledViewFrustum = args.thisViewFrustum; // save last stable
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_culledOnce = true;
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@ -1874,7 +1848,6 @@ void VoxelSystem::hideOutOfView() {
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setupNewVoxelsForDrawingSingleNode(DONT_BAIL_EARLY);
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}
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if (showDebugDetails) {
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qDebug("hideOutOfView() scanned=%ld removed=%ld inside=%ld intersect=%ld outside=%ld\n",
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args.nodesScanned, args.nodesRemoved, args.nodesInside,
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