diff --git a/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeCleaner.java b/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeCleaner.java index baf2b012..03de01cc 100644 --- a/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeCleaner.java +++ b/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeCleaner.java @@ -117,7 +117,7 @@ public class NodeCleaner { private boolean shouldCleanGeometry() { // if there is less than 200mb of space, clean - return this.nodeManager.getGeometryManager().getRemainingCapacity() < 500_000_000L; + return this.nodeManager.getGeometryManager().getRemainingCapacity() < 3_000_000_000L; } private void onDownload(long ptr, long size) { diff --git a/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeManager.java b/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeManager.java index 0b49be2d..da985d9d 100644 --- a/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeManager.java +++ b/src/main/java/me/cortex/voxy/client/core/rendering/hierachical/NodeManager.java @@ -816,11 +816,11 @@ public class NodeManager { if (this.nodeData.getNodeGeometry(pId) == NULL_GEOMETRY_ID) { //If the parent has null geometry we must first fill it before we can remove it - Logger.error("TODO: THIS"); + //Logger.error("TODO: THIS"); } else { //Else make the parent node a leaf node and remove all the children - Logger.error("TODO: THIS 2"); + //Logger.error("TODO: THIS 2"); } //this.removeGeometryInternal(pos, nodeId); return; diff --git a/src/main/resources/assets/voxy/shaders/lod/hierarchical/cleaner/sort_visibility.comp b/src/main/resources/assets/voxy/shaders/lod/hierarchical/cleaner/sort_visibility.comp index 9de4206d..d6dfd4bf 100644 --- a/src/main/resources/assets/voxy/shaders/lod/hierarchical/cleaner/sort_visibility.comp +++ b/src/main/resources/assets/voxy/shaders/lod/hierarchical/cleaner/sort_visibility.comp @@ -57,7 +57,7 @@ void main() { } UnpackedNode node; unpackNode(node, gl_GlobalInvocationID.x); - if (isEmptyMesh(node) || !hasMesh(node)) { + if (isEmptyMesh(node) || (!hasMesh(node)) || (!hasChildren(node))) { return; } bubbleSort(0, gl_GlobalInvocationID.x, vis);