tweek
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@@ -45,7 +45,7 @@ public class HiZBuffer2 {
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}
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private void alloc(int width, int height) {
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this.levels = (int)Math.ceil(Math.log(Math.max(width, height))/Math.log(2));
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this.levels = Math.min(7,(int)Math.ceil(Math.log(Math.max(width, height))/Math.log(2)));
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//We dont care about e.g. 1x1 size texture since you dont get meshlets that big to cover such a large area
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//this.levels -= 1;//Arbitrary size, shinks the max level by alot and saves a significant amount of processing time
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// (could probably increase it to be defined by a max meshlet coverage computation thing)
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