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