Remove ClientMap::m_camera_mutex
All places that lock this mutex are only called by the main thread: ClientMap::updateCamera(), ClientMap::updateDrawList(), ClientMap::renderMap(), ClientMap::renderPostFx().master
parent
4adbd69a37
commit
180893e79d
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@ -157,12 +157,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
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}
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m_drawlist.clear();
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m_camera_mutex.lock();
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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//v3s16 camera_offset = m_camera_offset;
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m_camera_mutex.unlock();
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// Use a higher fov to accomodate faster camera movements.
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// Blocks are cropped better when they are drawn.
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@ -433,11 +430,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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int crack = m_client->getCrackLevel();
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u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
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m_camera_mutex.lock();
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v3f camera_position = m_camera_position;
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v3f camera_direction = m_camera_direction;
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f32 camera_fov = m_camera_fov;
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m_camera_mutex.unlock();
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/*
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Get all blocks and draw all visible ones
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@ -799,11 +794,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode)
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// Sadly ISceneManager has no "post effects" render pass, in that case we
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// could just register for that and handle it in renderMap().
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m_camera_mutex.lock();
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v3f camera_position = m_camera_position;
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m_camera_mutex.unlock();
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MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
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MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
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// - If the player is in a solid node, make everything black.
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// - If the player is in liquid, draw a semi-transparent overlay.
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@ -89,7 +89,6 @@ public:
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void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
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{
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MutexAutoLock lock(m_camera_mutex);
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m_camera_position = pos;
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m_camera_direction = dir;
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m_camera_fov = fov;
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@ -149,7 +148,6 @@ private:
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v3f m_camera_direction;
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f32 m_camera_fov;
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v3s16 m_camera_offset;
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Mutex m_camera_mutex;
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std::map<v3s16, MapBlock*> m_drawlist;
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