Fix incorrect culling introduced by ##12710 (#12887)

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lhofhansl 2022-10-28 09:52:54 -07:00 committed by GitHub
parent 9aaed75eea
commit b829231992
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1 changed files with 6 additions and 7 deletions

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@ -259,11 +259,13 @@ void ClientMap::updateDrawList()
}
v3s16 block_coord = block->getPos();
v3s16 block_position = block->getPosRelative() + MAP_BLOCKSIZE / 2;
// First, perform a simple distance check, with a padding of one extra block.
v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
+ block->mesh->getBoundingSphereCenter();
f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
// First, perform a simple distance check.
if (!m_control.range_all &&
block_position.getDistanceFrom(cam_pos_nodes) > m_control.wanted_range)
mesh_sphere_center.getDistanceFrom(intToFloat(cam_pos_nodes, BS)) >
m_control.wanted_range * BS + mesh_sphere_radius)
continue; // Out of range, skip.
// Keep the block alive as long as it is in range.
@ -274,9 +276,6 @@ void ClientMap::updateDrawList()
// Only do coarse culling here, to account for fast camera movement.
// This is needed because this function is not called every frame.
constexpr float frustum_cull_extra_radius = 300.0f;
v3f mesh_sphere_center = intToFloat(block->getPosRelative(), BS)
+ block->mesh->getBoundingSphereCenter();
f32 mesh_sphere_radius = block->mesh->getBoundingRadius();
if (is_frustum_culled(mesh_sphere_center,
mesh_sphere_radius + frustum_cull_extra_radius))
continue;