Terrain: re-added "distant land=off" path

Still a hack, but the overhead of building and traversing the quad tree appears negligible.
actorid
scrawl 11 years ago
parent 83b6fcf22e
commit d0f98103e4

@ -75,7 +75,7 @@ add_component_dir (translation
add_definitions(-DTERRAIN_USE_SHADER=1)
add_component_dir (terrain
quadtreenode chunk world storage material buffercache compositemap defs
quadtreenode chunk world storage material buffercache defs
)
add_component_dir (loadinglistener

@ -282,6 +282,9 @@ 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)

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