Tweaked opengl terrain tessellation to speed up rendering

This commit is contained in:
Michaël Lemaire 2015-08-12 17:26:17 +02:00
parent 84e9d6c896
commit 44c03e46a9
2 changed files with 4 additions and 4 deletions

View file

@ -203,15 +203,15 @@ void ExplorerChunkTerrain::updatePriority(CameraDefinition* camera)
{ {
_texture_wanted_size = 2; _texture_wanted_size = 2;
} }
else if (distance_to_camera < 50.0) else if (distance_to_camera < 60.0)
{ {
_texture_wanted_size = _texture_max_size; _texture_wanted_size = _texture_max_size;
} }
else if (distance_to_camera < 100.0) else if (distance_to_camera < 140.0)
{ {
_texture_wanted_size = _texture_max_size / 4; _texture_wanted_size = _texture_max_size / 4;
} }
else if (distance_to_camera < 200.0) else if (distance_to_camera < 300.0)
{ {
_texture_wanted_size = _texture_max_size / 8; _texture_wanted_size = _texture_max_size / 8;
} }

View file

@ -58,7 +58,7 @@ void OpenGLTerrain::initialize()
program->addFragmentSource("terrain"); program->addFragmentSource("terrain");
// Add terrain chunks // Add terrain chunks
int chunks = 20; int chunks = 12;
double size = 800.0; double size = 800.0;
double chunksize = size / (double) chunks; double chunksize = size / (double) chunks;
double start = -size / 2.0; double start = -size / 2.0;