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fix: remove dead code, name constants, add why-comments
- renderer: remove no-op assignment (mountAnims_.stand = 0 when already 0) - renderer: add why-comments on blacksmith WMO ID 96048 (ambient forge sounds) with TODO for other smithy buildings - terrain_renderer: replace 1e30f sentinel with numeric_limits::max(), name terrain view distance constant (1200 units ≈ 9 ADT tiles) - social_handler: add missing LFG case 15, document case 0 nullptr return (success = no error message), add enum name comments
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3 changed files with 15 additions and 7 deletions
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@ -727,7 +727,7 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
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glm::vec3 cam = camera.getPosition();
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// Find chunk nearest to camera
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const TerrainChunkGPU* nearest = nullptr;
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float nearestDist = 1e30f;
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float nearestDist = std::numeric_limits<float>::max();
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for (const auto& ch : chunks) {
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float dx = ch.boundingSphereCenter.x - cam.x;
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float dy = ch.boundingSphereCenter.y - cam.y;
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@ -765,7 +765,10 @@ void TerrainRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet, c
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}
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glm::vec3 camPos = camera.getPosition();
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const float maxTerrainDistSq = 1200.0f * 1200.0f;
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// Terrain chunks beyond this distance are culled. 1200 world units ≈ 9 ADT tiles,
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// matching the asset loading radius (8 tiles) plus a buffer for pop-in avoidance.
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constexpr float kMaxTerrainViewDist = 1200.0f;
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const float maxTerrainDistSq = kMaxTerrainViewDist * kMaxTerrainViewDist;
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renderedChunks = 0;
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culledChunks = 0;
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