Use square root in distance-based priority

Otherwise it would not work with LOD modifier
master
Marc Gilleron 2021-03-12 23:31:20 +00:00
parent 5a8eee7d4b
commit fc9a1be3ab
2 changed files with 8 additions and 5 deletions

View File

@ -113,7 +113,7 @@ void VoxelServer::wait_and_clear_all_tasks(bool warn) {
});
}
int VoxelServer::get_priority(const PriorityDependency &dep, uint8_t lod, float *out_closest_distance_sq) {
int VoxelServer::get_priority(const PriorityDependency &dep, uint8_t lod_index, float *out_closest_distance_sq) {
const std::vector<Vector3> &viewer_positions = dep.shared->viewers;
const Vector3 block_position = dep.world_position;
@ -130,15 +130,18 @@ int VoxelServer::get_priority(const PriorityDependency &dep, uint8_t lod, float
}
}
int priority = static_cast<int>(closest_distance_sq);
if (out_closest_distance_sq != nullptr) {
*out_closest_distance_sq = closest_distance_sq;
}
// TODO Any way to optimize out the sqrt?
// I added it because the LOD modifier was not working with squared distances,
// which led blocks to subdivide too much compared to their neighbors, making cracks more likely to happen
int priority = static_cast<int>(Math::sqrt(closest_distance_sq));
// Higher lod indexes come first to allow the octree to subdivide.
// Then comes distance, which is modified by how much in view the block is
priority += (VoxelConstants::MAX_LOD - lod) * 10000;
priority += (VoxelConstants::MAX_LOD - lod_index) * 10000;
return priority;
}

View File

@ -235,7 +235,7 @@ private:
};
void init_priority_dependency(PriorityDependency &dep, Vector3i block_position, uint8_t lod, const Volume &volume);
static int get_priority(const PriorityDependency &dep, uint8_t lod, float *out_closest_distance_sq);
static int get_priority(const PriorityDependency &dep, uint8_t lod_index, float *out_closest_distance_sq);
class BlockDataRequest : public IVoxelTask {
public: