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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.
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4190cb796f
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8 changed files with 19 additions and 106 deletions
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@ -1189,7 +1189,6 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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const auto& group = model.groups[gi];
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glm::vec3 groupCenter = (group.boundingBoxMin + group.boundingBoxMax) * 0.5f;
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glm::vec4 worldCenter = instance.modelMatrix * glm::vec4(groupCenter, 1.0f);
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float distToGroup = glm::length(cameraPos - glm::vec3(worldCenter));
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// Log bounding box to identify groups that are positioned HIGH (floating shell)
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glm::vec3 size = group.boundingBoxMax - group.boundingBoxMin;
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@ -1233,8 +1232,8 @@ void WMORenderer::render(const Camera& camera, const glm::mat4& view, const glm:
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float distToGroup = glm::length(cameraPos - glm::vec3(worldCenter));
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static int logCounter = 0;
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if (logCounter++ % 300 == 0) {
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LOG_INFO("LOD Shell Group ", gi, ": worldZ=", worldCenter.z, " sizeZ=", size.z,
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if (logCounter++ % 10000 == 0) {
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LOG_DEBUG("LOD Shell Group ", gi, ": worldZ=", worldCenter.z, " sizeZ=", size.z,
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" distToGroup=", distToGroup, " (hiding if < 185)");
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}
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