Yet another terrain fix

pull/24/head
scrawl 11 years ago
parent 8b36de6c67
commit b0a1e1198a

@ -282,9 +282,6 @@ bool QuadTreeNode::update(const Ogre::Vector3 &cameraPos)
size_t wantedLod = 0;
float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
if (!mTerrain->getDistantLandEnabled() && dist > cellWorldSize)
return true;
if (dist > cellWorldSize*64)
wantedLod = 6;
else if (dist > cellWorldSize*32)
@ -392,6 +389,8 @@ void QuadTreeNode::load(const LoadResponseData &data)
mChunk = new Chunk(mTerrain->getBufferCache().getUVBuffer(), mBounds, data);
mChunk->setVisibilityFlags(mTerrain->getVisiblityFlags());
mChunk->setCastShadows(true);
if (!mTerrain->getDistantLandEnabled())
mChunk->setRenderingDistance(8192);
mSceneNode->attachObject(mChunk);
mMaterialGenerator->enableShadows(mTerrain->getShadowsEnabled());

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