Fix automagic render distance tuner

This commit is contained in:
Perttu Ahola 2012-12-06 15:48:19 +02:00
parent a47b829040
commit 8bb36f4650

@ -352,13 +352,17 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
if(sector_blocks_drawn != 0) if(sector_blocks_drawn != 0)
m_last_drawn_sectors[sp] = true; m_last_drawn_sectors[sp] = true;
} }
m_control.blocks_would_have_drawn = blocks_would_have_drawn;
m_control.blocks_drawn = blocks_drawn;
g_profiler->avg("CM: blocks in range", blocks_in_range); g_profiler->avg("CM: blocks in range", blocks_in_range);
g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled); g_profiler->avg("CM: blocks occlusion culled", blocks_occlusion_culled);
if(blocks_in_range != 0) if(blocks_in_range != 0)
g_profiler->avg("CM: blocks in range without mesh (frac)", g_profiler->avg("CM: blocks in range without mesh (frac)",
(float)blocks_in_range_without_mesh/blocks_in_range); (float)blocks_in_range_without_mesh/blocks_in_range);
g_profiler->avg("CM: blocks drawn", blocks_drawn); g_profiler->avg("CM: blocks drawn", blocks_drawn);
g_profiler->avg("CM: wanted max blocks", m_control.wanted_max_blocks);
} }
struct MeshBufList struct MeshBufList
@ -467,9 +471,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
u32 mesh_animate_count = 0; u32 mesh_animate_count = 0;
u32 mesh_animate_count_far = 0; u32 mesh_animate_count_far = 0;
// Blocks that had mesh that would have been drawn according to
// rendering range (if max blocks limit didn't kick in)
u32 blocks_would_have_drawn = 0;
// Blocks that were drawn and had a mesh // Blocks that were drawn and had a mesh
u32 blocks_drawn = 0; u32 blocks_drawn = 0;
// Blocks which had a corresponding meshbuffer for this pass // Blocks which had a corresponding meshbuffer for this pass
@ -665,9 +666,6 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
g_profiler->avg(prefix+"empty blocks (frac)", g_profiler->avg(prefix+"empty blocks (frac)",
(float)blocks_without_stuff / blocks_drawn); (float)blocks_without_stuff / blocks_drawn);
m_control.blocks_drawn = blocks_drawn;
m_control.blocks_would_have_drawn = blocks_would_have_drawn;
/*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass /*infostream<<"renderMap(): is_transparent_pass="<<is_transparent_pass
<<", rendered "<<vertex_count<<" vertices."<<std::endl;*/ <<", rendered "<<vertex_count<<" vertices."<<std::endl;*/
} }