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Terrain: re-added "distant land=off" path
Still a hack, but the overhead of building and traversing the quad tree appears negligible.
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2 changed files with 4 additions and 1 deletions
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@ -75,7 +75,7 @@ add_component_dir (translation
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add_definitions(-DTERRAIN_USE_SHADER=1)
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add_definitions(-DTERRAIN_USE_SHADER=1)
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add_component_dir (terrain
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add_component_dir (terrain
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quadtreenode chunk world storage material buffercache compositemap defs
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quadtreenode chunk world storage material buffercache defs
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)
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)
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add_component_dir (loadinglistener
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add_component_dir (loadinglistener
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@ -282,6 +282,9 @@ bool QuadTreeNode::update(const Ogre::Vector3 &cameraPos)
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size_t wantedLod = 0;
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size_t wantedLod = 0;
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float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
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float cellWorldSize = mTerrain->getStorage()->getCellWorldSize();
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if (!mTerrain->getDistantLandEnabled() && dist > cellWorldSize)
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return true;
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if (dist > cellWorldSize*64)
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if (dist > cellWorldSize*64)
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wantedLod = 6;
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wantedLod = 6;
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else if (dist > cellWorldSize*32)
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else if (dist > cellWorldSize*32)
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