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Relax aggressive taxi culling to show more detail
With VRAM model caching eliminating loading hitches, we can now render much more detail during taxi flights for better visual quality. Changes: - boundRadius threshold: 15.0 → 2.0 (now show buildings, trees, large props) - Foliage: was skipping ALL, now only skip small bushes/flowers < 5 units - Trees: now visible (removed collisionTreeTrunk blanket skip) - Underwater: -5.0 → -10.0 (only skip very deep objects) Before: Only massive buildings visible, world looked empty After: Buildings, trees, large props visible for immersive flight experience Performance remains good due to persistent VRAM caching from earlier optimization.
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1 changed files with 7 additions and 7 deletions
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@ -1714,18 +1714,18 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
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const M2ModelGPU& model = *currentModel;
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// Aggressive culling during taxi for smooth flight
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// Relaxed culling during taxi (VRAM caching eliminates loading hitches)
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if (onTaxi_) {
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// Skip all small/medium models (props, foliage, decorations)
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if (model.boundRadius < 15.0f) {
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// Skip tiny props (barrels, crates, small debris)
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if (model.boundRadius < 2.0f) {
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continue;
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}
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// Skip all foliage and trees (even large ones cause hitching during load)
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if (model.collisionNoBlock || model.collisionTreeTrunk) {
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// Skip small ground foliage (bushes, flowers) but keep trees
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if (model.collisionNoBlock && model.boundRadius < 5.0f) {
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continue;
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}
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// Skip underwater objects (water is opaque from altitude)
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if (instance.position.z < -5.0f) {
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// Skip deep underwater objects (opaque water hides them anyway)
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if (instance.position.z < -10.0f) {
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continue;
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}
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}
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