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author | x2048 <codeforsmile@gmail.com> | 2022-06-07 21:26:31 +0200 |
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committer | GitHub <noreply@github.com> | 2022-06-07 21:26:31 +0200 |
commit | 3107c9859114336989855a2c9ee2cbde0e88e3d3 (patch) | |
tree | 1606bf8590395916f9ec4558aea8f4858ffaa372 | |
parent | edc7df54801ab3bf30f96ac5aad6ce11a102f6b9 (diff) | |
download | minetest-3107c9859114336989855a2c9ee2cbde0e88e3d3.tar.gz minetest-3107c9859114336989855a2c9ee2cbde0e88e3d3.tar.bz2 minetest-3107c9859114336989855a2c9ee2cbde0e88e3d3.zip |
Mapblock Mesh BspTree: Increase the depth of block-level splits
... before going node-level triangle search.
Fixes transparent grass on transparent land
-rw-r--r-- | src/client/mapblock_mesh.cpp | 11 |
1 files changed, 8 insertions, 3 deletions
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp index 3be9e13b8..d8a8c25eb 100644 --- a/src/client/mapblock_mesh.cpp +++ b/src/client/mapblock_mesh.cpp @@ -1021,7 +1021,12 @@ void MapBlockBspTree::buildTree(const std::vector<MeshTriangle> *triangles) for (u32 i = 0; i < triangles->size(); i++) indexes.push_back(i); - root = buildTree(v3f(1, 0, 0), v3f(85, 85, 85), 40, indexes, 0); + if (!indexes.empty()) { + // Start in the center of the block with increment of one quarter in each direction + root = buildTree(v3f(1, 0, 0), v3f((MAP_BLOCKSIZE + 1) * 0.5f * BS), MAP_BLOCKSIZE * 0.25f * BS, indexes, 0); + } else { + root = -1; + } } /** @@ -1097,7 +1102,7 @@ s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::v v3f next_normal = candidate_normal; v3f next_origin = origin + delta * normal; float next_delta = candidate_delta; - if (next_delta < 10) { + if (next_delta < 5) { const MeshTriangle *candidate = findSplitCandidate(front_list, *triangles); next_normal = candidate->getNormal(); next_origin = candidate->centroid; @@ -1113,7 +1118,7 @@ s32 MapBlockBspTree::buildTree(v3f normal, v3f origin, float delta, const std::v v3f next_normal = candidate_normal; v3f next_origin = origin - delta * normal; float next_delta = candidate_delta; - if (next_delta < 10) { + if (next_delta < 5) { const MeshTriangle *candidate = findSplitCandidate(back_list, *triangles); next_normal = candidate->getNormal(); next_origin = candidate->centroid; |