forked from Mirrorlandia_minetest/minetest
Ensure deterministic client occlusion culling and minor improvements (#14212)
* Ensure deterministic client occlusion culling * Increase culling optimize distance slightly * More accurate culling when sampling
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@ -2103,7 +2103,7 @@ server_side_occlusion_culling (Server-side occlusion culling) bool true
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# rendering glitches (missing blocks).
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# This is especially useful for very large viewing range (upwards of 500).
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# Stated in MapBlocks (16 nodes).
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block_cull_optimize_distance (Block cull optimize distance) int 20 2 2047
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block_cull_optimize_distance (Block cull optimize distance) int 25 2 2047
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[**Mapgen]
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@ -397,7 +397,7 @@ void set_default_settings()
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// This causes frametime jitter on client side, or does it?
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settings->setDefault("max_block_send_distance", "12");
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settings->setDefault("block_send_optimize_distance", "4");
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settings->setDefault("block_cull_optimize_distance", "20");
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settings->setDefault("block_cull_optimize_distance", "25");
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settings->setDefault("server_side_occlusion_culling", "true");
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settings->setDefault("csm_restriction_flags", "62");
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settings->setDefault("csm_restriction_noderange", "0");
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15
src/map.cpp
15
src/map.cpp
@ -1193,13 +1193,14 @@ bool Map::isBlockOccluded(v3s16 pos_relative, v3s16 cam_pos_nodes, bool simple_c
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// this is a HACK, we should think of a more precise algorithm
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u32 needed_count = 2;
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v3s16 random_point(myrand_range(-bs2, bs2), myrand_range(-bs2, bs2), myrand_range(-bs2, bs2));
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if (!isOccluded(cam_pos_nodes, pos_blockcenter + random_point, step, stepfac,
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start_offset, end_offset, needed_count))
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return false;
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if (simple_check)
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return true;
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// This should be only used in server occlusion cullung.
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// The client recalculates the complete drawlist periodically,
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// and random sampling could lead to visible flicker.
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if (simple_check) {
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v3s16 random_point(myrand_range(-bs2, bs2), myrand_range(-bs2, bs2), myrand_range(-bs2, bs2));
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return isOccluded(cam_pos_nodes, pos_blockcenter + random_point, step, stepfac,
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start_offset, end_offset, 1);
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}
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// Additional occlusion check, see comments in that function
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v3s16 check;
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@ -305,9 +305,9 @@ public:
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}
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}
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bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes, bool simple_check = false)
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bool isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
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{
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return isBlockOccluded(block->getPosRelative(), cam_pos_nodes, simple_check);
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return isBlockOccluded(block->getPosRelative(), cam_pos_nodes, false);
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}
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bool isBlockOccluded(v3s16 pos_relative, v3s16 cam_pos_nodes, bool simple_check = false);
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