Remove debug logging and add negative texture cache to fix lag spikes

Remove PPM composite dumps, MODEL1_BOUNDS vertex analysis, TEX_REGION
logging, FOUNTAIN_PARTICLES debug output, and verbose chat/warden gate
logging. Add negative cache for failed texture loads to prevent repeated
file I/O for missing textures like deathknighteyeglow.blp.
This commit is contained in:
Kelsi 2026-02-16 00:45:47 -08:00
parent 4190cb796f
commit d87a86e35c
8 changed files with 19 additions and 106 deletions

View file

@ -1189,7 +1189,6 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
const auto& group = model.groups[gi];
glm::vec3 groupCenter = (group.boundingBoxMin + group.boundingBoxMax) * 0.5f;
glm::vec4 worldCenter = instance.modelMatrix * glm::vec4(groupCenter, 1.0f);
float distToGroup = glm::length(cameraPos - glm::vec3(worldCenter));
// Log bounding box to identify groups that are positioned HIGH (floating shell)
glm::vec3 size = group.boundingBoxMax - group.boundingBoxMin;
@ -1233,8 +1232,8 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
float distToGroup = glm::length(cameraPos - glm::vec3(worldCenter));
static int logCounter = 0;
if (logCounter++ % 300 == 0) {
LOG_INFO("LOD Shell Group ", gi, ": worldZ=", worldCenter.z, " sizeZ=", size.z,
if (logCounter++ % 10000 == 0) {
LOG_DEBUG("LOD Shell Group ", gi, ": worldZ=", worldCenter.z, " sizeZ=", size.z,
" distToGroup=", distToGroup, " (hiding if < 185)");
}