CCC
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@@ -268,9 +268,9 @@ public class VoxelCore {
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private IRenderInterface<?> createRenderBackend() {
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private IRenderInterface<?> createRenderBackend() {
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if (true) {
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if (false) {
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return new Gl46HierarchicalRenderer(this.modelManager);
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return new Gl46HierarchicalRenderer(this.modelManager);
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} else if (true) {
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} else if (false) {
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return new Gl46MeshletsFarWorldRenderer(this.modelManager, VoxyConfig.CONFIG.geometryBufferSize, VoxyConfig.CONFIG.maxSections);
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return new Gl46MeshletsFarWorldRenderer(this.modelManager, VoxyConfig.CONFIG.geometryBufferSize, VoxyConfig.CONFIG.maxSections);
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} else {
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} else {
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if (VoxyConfig.CONFIG.useMeshShaders()) {
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if (VoxyConfig.CONFIG.useMeshShaders()) {
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@@ -54,6 +54,11 @@ void setupScreenspace(in UnpackedNode node) {
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minBB = min(minBB, point);
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minBB = min(minBB, point);
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maxBB = max(maxBB, point);
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maxBB = max(maxBB, point);
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}
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}
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//TODO: MORE ACCURATLY DETERMIN SCREENSPACE AREA, this can be done by computing and adding
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// the projected surface area of each face which winding order faces the camera
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// (this is just the dot product of 2 projected vectors afaik)
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//printf("Screenspace MIN: %f, %f, %f MAX: %f, %f, %f", minBB.x,minBB.y,minBB.z, maxBB.x,maxBB.y,maxBB.z);
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//printf("Screenspace MIN: %f, %f, %f MAX: %f, %f, %f", minBB.x,minBB.y,minBB.z, maxBB.x,maxBB.y,maxBB.z);
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size = maxBB.xy - minBB.xy;
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size = maxBB.xy - minBB.xy;
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