code cleanup
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austin 2025-05-29 14:04:07 -04:00
parent 87f84c8def
commit 54286cd48b
2 changed files with 13 additions and 36 deletions

View File

@ -2179,12 +2179,6 @@ Revisit first attempt at instancing (its really laggy lol)
Another pass at grass
- Multiple foliage models in same cell
Build a lod system
- Could potentially be held at actor level
- Link different models based on LOD level
- LOD trees aggressively
- LOD foliage cells aggressively
Refactor attach logic to better encapsulate semantic attachment
Light Manager

View File

@ -37,18 +37,17 @@ public class ClientLoading {
/**
* Number of frames to wait before updating status of draw cell manager loading
*/
static final int DRAW_CELL_UPDATE_RATE = 60;
/**
* The number of frames the draw cell is expected to take (minimum) to init
*/
static final int DRAW_CELL_EXPECTED_MINIMUM_FRAMES_TO_INIT = 10;
private static final int DRAW_CELL_UPDATE_RATE = 60;
/**
* Number of frames to wait before re-sending query for lore
*/
static final int LORE_RESEND_FRAMES = 1000;
private static final int LORE_RESEND_FRAMES = 1000;
/**
* Maximum time to wait for the draw cell to load before warning that it is taking a long time
*/
private static final int MAX_DRAW_CELL_WAIT = 1000;
/**
@ -137,8 +136,6 @@ public class ClientLoading {
initBlockCellManager(true);
//initialize the basic graphical entities of the world (skybox, camera)
initWorldBaseGraphicalEntities();
//init arena specific stuff (ie different skybox colors)
initBaseGraphicalEntities();
//sets micro and macro sims to ready if they exist
setSimulationsToReady();
//set simulations to ready if they exist
@ -239,16 +236,10 @@ public class ClientLoading {
}
/**
* The mose basic graphical entities
*/
private static void initWorldBaseGraphicalEntities(){
/*
Skybox
*/
// Model skyboxModel = Globals.assetManager.fetchModel(AssetDataStrings.ASSET_STRING_SKYBOX_BASIC);
// Globals.skybox = EntityUtils.spawnDrawableEntity(AssetDataStrings.ASSET_STRING_SKYBOX_BASIC);
/*
Player Camera
@ -261,15 +252,10 @@ public class ClientLoading {
Targeting crosshair
*/
Crosshair.initCrossHairEntity();
}
/**
* Initializes the base graphical entities of the engine
*/
static void initBaseGraphicalEntities(){
//starry sky true skybox
/*
* Skybox
*/
Entity skybox = EntityCreationUtils.createClientSpatialEntity();
EntityCreationUtils.makeEntityDrawable(skybox, "Models/environment/skyboxSphere.fbx");
DrawableUtils.disableCulling(skybox);
@ -283,8 +269,6 @@ public class ClientLoading {
CursorState.createCursorEntities();
}
static final int MAX_DRAW_CELL_WAIT = 1000;
/**
* Inits the drawcell manager
* @param blockForInit Blocks the thread until the draw cell manager is ready
@ -307,7 +291,6 @@ public class ClientLoading {
}
}
//initialize draw cell manager
// Globals.drawCellManager = new DrawCellManager(Globals.clientTerrainManager, 0, 0, 0);
Globals.clientState.clientDrawCellManager = new ClientDrawCellManager(Globals.voxelTextureAtlas, Globals.clientState.clientWorldData.getWorldDiscreteSize());
//Alerts the client simulation that it should start loading terrain
Globals.clientState.clientSimulation.setLoadingTerrain(true);