thing
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@@ -197,7 +197,7 @@ public class HierarchicalOcclusionTraverser {
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{
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{
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final double TARGET_COUNT = 4000;//TODO: make this configurable, or at least dynamically computed based on throughput rate of mesh gen
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final double TARGET_COUNT = 4000;//TODO: make this configurable, or at least dynamically computed based on throughput rate of mesh gen
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double iFillness = Math.max(0, (TARGET_COUNT - this.meshGen.getTaskCount()) / TARGET_COUNT);
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double iFillness = Math.max(0, (TARGET_COUNT - this.meshGen.getTaskCount()) / TARGET_COUNT);
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//iFillness = Math.pow(iFillness, 2);
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iFillness = Math.pow(iFillness, 2);
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final int requestSize = (int) Math.ceil(iFillness * MAX_REQUEST_QUEUE_SIZE);
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final int requestSize = (int) Math.ceil(iFillness * MAX_REQUEST_QUEUE_SIZE);
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MemoryUtil.memPutInt(ptr, Math.max(0, Math.min(MAX_REQUEST_QUEUE_SIZE, requestSize)));ptr += 4;
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MemoryUtil.memPutInt(ptr, Math.max(0, Math.min(MAX_REQUEST_QUEUE_SIZE, requestSize)));ptr += 4;
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}
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}
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@@ -172,6 +172,7 @@ public class MDICSectionRenderer extends AbstractSectionRenderer<MDICViewport, B
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glBindVertexArray(RenderService.STATIC_VAO);//Needs to be before binding
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glBindVertexArray(RenderService.STATIC_VAO);//Needs to be before binding
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this.bindRenderingBuffers(viewport, depthBoundTexture);
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this.bindRenderingBuffers(viewport, depthBoundTexture);
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glMemoryBarrier(GL_COMMAND_BARRIER_BIT|GL_SHADER_STORAGE_BARRIER_BIT);//Barrier everything is needed
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glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
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glProvokingVertex(GL_FIRST_VERTEX_CONVENTION);
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glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, TRANSLUCENT_OFFSET*5*4, 4*4, Math.min(this.geometryManager.getSectionCount(), 100_000), 0);
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glMultiDrawElementsIndirectCountARB(GL_TRIANGLES, GL_UNSIGNED_SHORT, TRANSLUCENT_OFFSET*5*4, 4*4, Math.min(this.geometryManager.getSectionCount(), 100_000), 0);
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