12 Commits

Author SHA1 Message Date
Marc Gilleron
73491cd1ff Fix LOD getting stuck if you teleport far away
Now the octree is always allowed to merge nodes even if the parent block isn't available.
Also removed unused userdata from LodOctree::Node,
merged callbacks into one struct,
removed some old debug code
2020-01-23 00:37:13 +00:00
Marc Gilleron
87afb8f96c Fix split scale not being clamped properly. Also reorganized debug functions a bit 2020-01-15 21:04:23 +00:00
Marc Gilleron
8060978126 Some cleanup 2019-09-01 21:49:58 +01:00
Marc Gilleron
98299f2b3c Optimize octree further by taking out children pointers. Nodes are only 5 bytes now. 2019-09-01 21:07:38 +01:00
Marc Gilleron
0ee054dc3c Took out position from octree nodes 2019-09-01 17:11:28 +01:00
Marc Gilleron
d4b69f7dae Remove old commented code 2019-09-01 00:21:41 +01:00
Marc Gilleron
eb01f99c2c First WIP at paging LOD 2019-08-29 22:55:02 +01:00
Cory Petkovsek
f6a9c5761a Fix gcc sign comparison warnings 2019-06-18 14:24:56 +09:00
Cory Petkovsek
67bdcbd048 Gcc compiling fixes 2019-06-18 11:27:55 +09:00
Marc Gilleron
8850019dc4 Put LodOctree child position calculation in a function 2019-05-04 17:58:33 +01:00
Marc Gilleron
295374b99f Don't subdivide or unsubdivide if meshes aren't ready 2019-05-04 16:29:52 +01:00
Marc Gilleron
9bab6c04d1 Added VoxelLodTerrain, focused on LOD. No seam management, no editing yet. 2019-05-04 00:02:10 +01:00