Tweaked opengl terrain tessellation to speed up rendering
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2 changed files with 4 additions and 4 deletions
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@ -203,15 +203,15 @@ void ExplorerChunkTerrain::updatePriority(CameraDefinition* camera)
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{
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_texture_wanted_size = 2;
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}
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else if (distance_to_camera < 50.0)
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else if (distance_to_camera < 60.0)
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{
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_texture_wanted_size = _texture_max_size;
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}
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else if (distance_to_camera < 100.0)
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else if (distance_to_camera < 140.0)
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{
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_texture_wanted_size = _texture_max_size / 4;
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}
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else if (distance_to_camera < 200.0)
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else if (distance_to_camera < 300.0)
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{
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_texture_wanted_size = _texture_max_size / 8;
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}
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@ -58,7 +58,7 @@ void OpenGLTerrain::initialize()
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program->addFragmentSource("terrain");
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// Add terrain chunks
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int chunks = 20;
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int chunks = 12;
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double size = 800.0;
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double chunksize = size / (double) chunks;
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double start = -size / 2.0;
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