[ClientChunk] Cleaned useless code.

This commit is contained in:
Quentin Bazin 2021-05-22 15:50:34 +02:00
parent 2ff5490efd
commit 8d728a6ce5
2 changed files with 0 additions and 13 deletions

View File

@ -35,13 +35,6 @@ u32 ClientChunk::chunkUpdatesPerSec = 0;
u32 ClientChunk::chunkUpdateCounter = 0;
u64 ClientChunk::chunkUpdateTime = 0;
// bool ClientChunk::isMeshingTime() {
// u32 currentTime = gk::GameClock::getInstance().getTicks(true);
// if (m_lastMeshingTime == 0)
// m_lastMeshingTime = currentTime;
// return (currentTime - m_lastMeshingTime > 1000); // Only one chunk update every second
// }
void ClientChunk::update() {
m_lightmap.updateLights();
@ -60,8 +53,6 @@ void ClientChunk::process() {
m_verticesCount = m_builder.buildChunk(*this, m_vbo);
++ClientChunk::chunkUpdateCounter;
m_lastMeshingTime = gk::GameClock::getInstance().getTicks(true);
}
}

View File

@ -41,8 +41,6 @@ class ClientChunk : public Chunk {
ClientChunk(s32 x, s32 y, s32 z, const Dimension &dimension, World &world, TextureAtlas &textureAtlas)
: Chunk(x, y, z, world), m_dimension(dimension), m_textureAtlas(textureAtlas), m_builder{textureAtlas} {}
// bool isMeshingTime();
void update() final;
void process() final;
@ -82,8 +80,6 @@ class ClientChunk : public Chunk {
bool m_isReadyForMeshing = false;
bool m_isTooFar = false;
bool m_hasBeenDrawn = false;
u32 m_lastMeshingTime = 0;
};
#endif // CLIENTCHUNK_HPP_