#1771 Fix for objects disappearing and not reappearing until LoD switch
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@ -529,6 +529,16 @@ F32 LLVOCacheEntry::getSquaredPixelThreshold(bool is_front)
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bool LLVOCacheEntry::isAnyVisible(const LLVector4a& camera_origin, const LLVector4a& local_camera_origin, F32 dist_threshold)
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{
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#if 0
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// this is ill-conceived and should be removed pending QA
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// In the name of saving memory, we evict objects that are still within view distance from memory
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// This results in constant paging of objects in and out of memory, leading to poor performance
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// and many unacceptable visual glitches when rotating the camera
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// Honestly, the entire VOCache partition system needs to be removed since it doubles the overhead of
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// the spatial partition system and is redundant to the object cache, but this is a start
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// - davep 2024.06.07
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LLOcclusionCullingGroup* group = (LLOcclusionCullingGroup*)getGroup();
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if(!group)
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{
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@ -565,6 +575,9 @@ bool LLVOCacheEntry::isAnyVisible(const LLVector4a& camera_origin, const LLVecto
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}
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return vis;
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#else
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return true;
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#endif
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}
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void LLVOCacheEntry::calcSceneContribution(const LLVector4a& camera_origin, bool needs_update, U32 last_update, F32 max_dist)
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