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Tune map rendering and related diagnostics
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8ead29a302
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@ -364,7 +364,9 @@ void Camera::updateViewingRange(f32 frametime_in)
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
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// If needed frametime change is small, just return
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// If needed frametime change is small, just return
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if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
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// This value was 0.4 for many months until 2011-10-18 by c55;
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// Let's see how this works out.
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if (fabs(wanted_frametime_change) < m_wanted_frametime*0.25)
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{
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{
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
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return;
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return;
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@ -1983,8 +1983,10 @@ void the_game(
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range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
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range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
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if(draw_control.range_all)
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if(draw_control.range_all)
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range = 100000*BS;
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range = 100000*BS;
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if(range < 50*BS)
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/*if(range < 50*BS)
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range = range * 0.5 + 25*BS;
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range = range * 0.5 + 25*BS;*/
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// Move the invisible limit a bit further
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//range *= 1.2;
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}
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}
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driver->setFog(
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driver->setFog(
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71
src/map.cpp
71
src/map.cpp
@ -3657,14 +3657,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
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v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
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// Take a fair amount as we will be dropping more out later
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// Take a fair amount as we will be dropping more out later
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// Umm... these additions are a bit strange but they are needed.
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v3s16 p_blocks_min(
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v3s16 p_blocks_min(
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p_nodes_min.X / MAP_BLOCKSIZE - 2,
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p_nodes_min.X / MAP_BLOCKSIZE - 2,
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p_nodes_min.Y / MAP_BLOCKSIZE - 2,
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p_nodes_min.Y / MAP_BLOCKSIZE - 2,
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p_nodes_min.Z / MAP_BLOCKSIZE - 2);
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p_nodes_min.Z / MAP_BLOCKSIZE - 2);
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v3s16 p_blocks_max(
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v3s16 p_blocks_max(
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p_nodes_max.X / MAP_BLOCKSIZE + 1,
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p_nodes_max.X / MAP_BLOCKSIZE + 0,
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p_nodes_max.Y / MAP_BLOCKSIZE + 1,
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p_nodes_max.Y / MAP_BLOCKSIZE + 0,
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p_nodes_max.Z / MAP_BLOCKSIZE + 1);
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p_nodes_max.Z / MAP_BLOCKSIZE + 0);
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u32 vertex_count = 0;
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u32 vertex_count = 0;
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u32 meshbuffer_count = 0;
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u32 meshbuffer_count = 0;
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@ -3672,8 +3673,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// For limiting number of mesh updates per frame
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// For limiting number of mesh updates per frame
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u32 mesh_update_count = 0;
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u32 mesh_update_count = 0;
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// Number of blocks in rendering range
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u32 blocks_in_range = 0;
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// Number of blocks in rendering range but don't have a mesh
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u32 blocks_in_range_without_mesh = 0;
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// Blocks that had mesh that would have been drawn according to
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// rendering range (if max blocks limit didn't kick in)
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u32 blocks_would_have_drawn = 0;
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u32 blocks_would_have_drawn = 0;
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// Blocks that were drawn and had a mesh
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u32 blocks_drawn = 0;
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u32 blocks_drawn = 0;
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// Blocks which had a corresponding meshbuffer for this pass
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u32 blocks_had_pass_meshbuf = 0;
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// Blocks from which stuff was actually drawn
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u32 blocks_without_stuff = 0;
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int timecheck_counter = 0;
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int timecheck_counter = 0;
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core::map<v2s16, MapSector*>::Iterator si;
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core::map<v2s16, MapSector*>::Iterator si;
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@ -3747,6 +3759,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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d - 0.5*BS*MAP_BLOCKSIZE > range)
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d - 0.5*BS*MAP_BLOCKSIZE > range)
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continue;*/
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continue;*/
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blocks_in_range++;
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#if 1
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#if 1
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/*
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/*
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Update expired mesh (used for day/night change)
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Update expired mesh (used for day/night change)
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@ -3764,9 +3778,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Mesh has not been expired and there is no mesh:
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// Mesh has not been expired and there is no mesh:
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// block has no content
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// block has no content
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if(block->mesh == NULL && mesh_expired == false)
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if(block->mesh == NULL && mesh_expired == false){
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blocks_in_range_without_mesh++;
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continue;
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continue;
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}
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}
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}
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f32 faraway = BS*50;
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f32 faraway = BS*50;
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//f32 faraway = m_control.wanted_range * BS;
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//f32 faraway = m_control.wanted_range * BS;
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@ -3804,8 +3820,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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scene::SMesh *mesh = block->mesh;
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scene::SMesh *mesh = block->mesh;
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if(mesh == NULL)
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if(mesh == NULL){
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blocks_in_range_without_mesh++;
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continue;
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continue;
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}
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blocks_would_have_drawn++;
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blocks_would_have_drawn++;
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if(blocks_drawn >= m_control.wanted_max_blocks
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if(blocks_drawn >= m_control.wanted_max_blocks
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@ -3817,8 +3835,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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sector_blocks_drawn++;
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sector_blocks_drawn++;
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u32 c = mesh->getMeshBufferCount();
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u32 c = mesh->getMeshBufferCount();
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meshbuffer_count += c;
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bool stuff_actually_drawn = false;
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for(u32 i=0; i<c; i++)
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for(u32 i=0; i<c; i++)
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{
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{
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
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@ -3829,16 +3846,25 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Render transparent on transparent pass and likewise.
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// Render transparent on transparent pass and likewise.
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if(transparent == is_transparent_pass)
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if(transparent == is_transparent_pass)
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{
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{
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if(buf->getVertexCount() == 0)
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errorstream<<"Block ["<<analyze_block(block)
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<<"] contains an empty meshbuf"<<std::endl;
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/*
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/*
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This *shouldn't* hurt too much because Irrlicht
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This *shouldn't* hurt too much because Irrlicht
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doesn't change opengl textures if the old
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doesn't change opengl textures if the old
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material is set again.
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material has the same texture.
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*/
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*/
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driver->setMaterial(buf->getMaterial());
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driver->setMaterial(buf->getMaterial());
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driver->drawMeshBuffer(buf);
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driver->drawMeshBuffer(buf);
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vertex_count += buf->getVertexCount();
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vertex_count += buf->getVertexCount();
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meshbuffer_count++;
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stuff_actually_drawn = true;
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}
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}
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}
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}
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if(stuff_actually_drawn)
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blocks_had_pass_meshbuf++;
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else
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blocks_without_stuff++;
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}
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}
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} // foreach sectorblocks
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} // foreach sectorblocks
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@ -3848,17 +3874,30 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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}
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}
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}
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}
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std::string prefix = "CM: ";
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// Log only on solid pass because values are the same
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if(pass == scene::ESNRP_SOLID){
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if(pass == scene::ESNRP_SOLID){
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g_profiler->avg("CM: blocks drawn on solid pass", blocks_drawn);
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g_profiler->avg(prefix+"blocks in range", blocks_in_range);
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g_profiler->avg("CM: vertices drawn on solid pass", vertex_count);
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if(blocks_in_range != 0)
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if(blocks_drawn != 0)
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g_profiler->avg(prefix+"blocks in range without mesh (frac)",
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g_profiler->avg("CM: solid meshbuffers per block",
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(float)blocks_in_range_without_mesh/blocks_in_range);
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(float)meshbuffer_count / (float)blocks_drawn);
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g_profiler->avg(prefix+"blocks drawn", blocks_drawn);
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} else {
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g_profiler->avg("CM: blocks drawn on transparent pass", blocks_drawn);
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g_profiler->avg("CM: vertices drawn on transparent pass", vertex_count);
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}
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}
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if(pass == scene::ESNRP_SOLID)
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prefix = "CM: solid: ";
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else
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prefix = "CM: transparent: ";
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g_profiler->avg(prefix+"vertices drawn", vertex_count);
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if(blocks_had_pass_meshbuf != 0)
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g_profiler->avg(prefix+"meshbuffers per block",
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(float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
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if(blocks_drawn != 0)
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g_profiler->avg(prefix+"empty blocks (frac)",
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(float)blocks_without_stuff / blocks_drawn);
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m_control.blocks_drawn = blocks_drawn;
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m_control.blocks_drawn = blocks_drawn;
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m_control.blocks_would_have_drawn = blocks_would_have_drawn;
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m_control.blocks_would_have_drawn = blocks_would_have_drawn;
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@ -236,7 +236,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
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// If block is (nearly) touching the camera, don't
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// If block is (nearly) touching the camera, don't
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// bother validating further (that is, render it anyway)
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// bother validating further (that is, render it anyway)
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if(d > block_max_radius * 1.5)
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if(d > block_max_radius)
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{
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{
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// Cosine of the angle between the camera direction
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// Cosine of the angle between the camera direction
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// and the block direction (camera_dir is an unit vector)
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// and the block direction (camera_dir is an unit vector)
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