Tweak scenecache some more for more smoothness.
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6128 fc73d0e0-1445-4013-8a0c-d673dee63da5
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1 changed files with 6 additions and 10 deletions
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@ -3419,17 +3419,13 @@ void Surf_DrawWorld (void)
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//if they teleported, don't show something ugly - like obvious wallhacks.
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if (webogenerating && !r_novis.ival && cl.splitclients<=1 && webostate && (webostate->cluster[0] != r_viewcluster || webostate->cluster[1] != r_viewcluster2))
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{
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if (bestdist > 32 && memcmp(webostate->pvs.buffer, webogenerating->wmodel->funcs.ClusterPVS(webogenerating->wmodel, webogenerating->cluster[0], NULL, PVM_FAST), webostate->pvs.buffersize))
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vec3_t m;
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float d;
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VectorSubtract(webostate->lastpos, r_refdef.vieworg, m);
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d = sqrt(DotProduct(m,m));
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if (d > 40 && memcmp(webostate->pvs.buffer, webogenerating->wmodel->funcs.ClusterPVS(webogenerating->wmodel, webogenerating->cluster[0], NULL, PVM_FAST), webostate->pvs.buffersize))
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{
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/*if (es->cluster[1] != -1 && es->cluster[0] != es->cluster[1])
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{ //view is near to a water boundary. this implies the water crosses the near clip plane. we need both leafs.
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pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[0], &es->pvs, PVM_REPLACE);
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pvs = es->wmodel->funcs.ClusterPVS(es->wmodel, es->cluster[1], &es->pvs, PVM_MERGE);
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}
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else*/
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// pvs = webogenerating->wmodel->funcs.ClusterPVS(webogenerating->wmodel, webogenerating->cluster[0], NULL, PVM_FAST);
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Con_DLPrintf(2, "Blocking for scenecache generation (distance = %g)\n", bestdist);
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Con_DLPrintf(2, "Blocking for scenecache generation (distance = %g)\n", d);
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webostate = webogenerating;
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COM_WorkerPartialSync(webogenerating, &webogeneratingstate, true);
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}
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