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Mapblock Mesh BspTree: Increase the depth of block-level splits
... before going node-level triangle search. Fixes transparent grass on transparent land
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@ -1021,7 +1021,12 @@ void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles)
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for (u32 i = 0; i < triangles->size(); i++)
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indexes.push_back(i);
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root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0);
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if (!indexes.empty()) {
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// Start in the center of the block with increment of one quarter in each direction
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root = buildTree(v3f(1, 0, 0), v3f((MAP_BLOCKSIZE + 1) * 0.5f * BS), MAP_BLOCKSIZE * 0.25f * BS, indexes, 0);
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} else {
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root = -1;
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}
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}
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/**
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@ -1097,7 +1102,7 @@ s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::v
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v3f next_normal = candidate_normal;
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v3f next_origin = origin + delta * normal;
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float next_delta = candidate_delta;
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if (next_delta < 10) {
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if (next_delta < 5) {
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const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles);
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next_normal = candidate->getNormal();
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next_origin = candidate->centroid;
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@ -1113,7 +1118,7 @@ s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::v
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v3f next_normal = candidate_normal;
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v3f next_origin = origin - delta * normal;
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float next_delta = candidate_delta;
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if (next_delta < 10) {
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if (next_delta < 5) {
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const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles);
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next_normal = candidate->getNormal();
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next_origin = candidate->centroid;
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