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-rw-r--r--src/camera.cpp4
-rw-r--r--src/game.cpp6
-rw-r--r--src/map.cpp73
-rw-r--r--src/utility.cpp2
4 files changed, 64 insertions, 21 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index 634a7cc9f..ecb5a17f4 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -364,7 +364,9 @@ void Camera::updateViewingRange(f32 frametime_in)
//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
// If needed frametime change is small, just return
- if (fabs(wanted_frametime_change) < m_wanted_frametime*0.4)
+ // This value was 0.4 for many months until 2011-10-18 by c55;
+ // Let's see how this works out.
+ if (fabs(wanted_frametime_change) < m_wanted_frametime*0.25)
{
//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
return;
diff --git a/src/game.cpp b/src/game.cpp
index 645d73612..e3380ace4 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -1983,8 +1983,10 @@ void the_game(
range = draw_control.wanted_range*BS + MAP_BLOCKSIZE*BS*1.5;
if(draw_control.range_all)
range = 100000*BS;
- if(range < 50*BS)
- range = range * 0.5 + 25*BS;
+ /*if(range < 50*BS)
+ range = range * 0.5 + 25*BS;*/
+ // Move the invisible limit a bit further
+ //range *= 1.2;
}
driver->setFog(
diff --git a/src/map.cpp b/src/map.cpp
index c7f635feb..febc40ddd 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -3657,14 +3657,15 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
v3s16 p_nodes_max = cam_pos_nodes + box_nodes_d;
// Take a fair amount as we will be dropping more out later
+ // Umm... these additions are a bit strange but they are needed.
v3s16 p_blocks_min(
p_nodes_min.X / MAP_BLOCKSIZE - 2,
p_nodes_min.Y / MAP_BLOCKSIZE - 2,
p_nodes_min.Z / MAP_BLOCKSIZE - 2);
v3s16 p_blocks_max(
- p_nodes_max.X / MAP_BLOCKSIZE + 1,
- p_nodes_max.Y / MAP_BLOCKSIZE + 1,
- p_nodes_max.Z / MAP_BLOCKSIZE + 1);
+ p_nodes_max.X / MAP_BLOCKSIZE + 0,
+ p_nodes_max.Y / MAP_BLOCKSIZE + 0,
+ p_nodes_max.Z / MAP_BLOCKSIZE + 0);
u32 vertex_count = 0;
u32 meshbuffer_count = 0;
@@ -3672,8 +3673,19 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// For limiting number of mesh updates per frame
u32 mesh_update_count = 0;
+ // Number of blocks in rendering range
+ u32 blocks_in_range = 0;
+ // Number of blocks in rendering range but don't have a mesh
+ u32 blocks_in_range_without_mesh = 0;
+ // Blocks that had mesh that would have been drawn according to
+ // rendering range (if max blocks limit didn't kick in)
u32 blocks_would_have_drawn = 0;
+ // Blocks that were drawn and had a mesh
u32 blocks_drawn = 0;
+ // Blocks which had a corresponding meshbuffer for this pass
+ u32 blocks_had_pass_meshbuf = 0;
+ // Blocks from which stuff was actually drawn
+ u32 blocks_without_stuff = 0;
int timecheck_counter = 0;
core::map<v2s16, MapSector*>::Iterator si;
@@ -3746,6 +3758,8 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
/*if(m_control.range_all == false &&
d - 0.5*BS*MAP_BLOCKSIZE > range)
continue;*/
+
+ blocks_in_range++;
#if 1
/*
@@ -3764,8 +3778,10 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Mesh has not been expired and there is no mesh:
// block has no content
- if(block->mesh == NULL && mesh_expired == false)
+ if(block->mesh == NULL && mesh_expired == false){
+ blocks_in_range_without_mesh++;
continue;
+ }
}
f32 faraway = BS*50;
@@ -3803,9 +3819,11 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
JMutexAutoLock lock(block->mesh_mutex);
scene::SMesh *mesh = block->mesh;
-
- if(mesh == NULL)
+
+ if(mesh == NULL){
+ blocks_in_range_without_mesh++;
continue;
+ }
blocks_would_have_drawn++;
if(blocks_drawn >= m_control.wanted_max_blocks
@@ -3817,8 +3835,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
sector_blocks_drawn++;
u32 c = mesh->getMeshBufferCount();
- meshbuffer_count += c;
-
+ bool stuff_actually_drawn = false;
for(u32 i=0; i<c; i++)
{
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
@@ -3829,16 +3846,25 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// Render transparent on transparent pass and likewise.
if(transparent == is_transparent_pass)
{
+ if(buf->getVertexCount() == 0)
+ errorstream<<"Block ["<<analyze_block(block)
+ <<"] contains an empty meshbuf"<<std::endl;
/*
This *shouldn't* hurt too much because Irrlicht
doesn't change opengl textures if the old
- material is set again.
+ material has the same texture.
*/
driver->setMaterial(buf->getMaterial());
driver->drawMeshBuffer(buf);
vertex_count += buf->getVertexCount();
+ meshbuffer_count++;
+ stuff_actually_drawn = true;
}
}
+ if(stuff_actually_drawn)
+ blocks_had_pass_meshbuf++;
+ else
+ blocks_without_stuff++;
}
} // foreach sectorblocks
@@ -3848,17 +3874,30 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
}
+ std::string prefix = "CM: ";
+
+ // Log only on solid pass because values are the same
if(pass == scene::ESNRP_SOLID){
- g_profiler->avg("CM: blocks drawn on solid pass", blocks_drawn);
- g_profiler->avg("CM: vertices drawn on solid pass", vertex_count);
- if(blocks_drawn != 0)
- g_profiler->avg("CM: solid meshbuffers per block",
- (float)meshbuffer_count / (float)blocks_drawn);
- } else {
- g_profiler->avg("CM: blocks drawn on transparent pass", blocks_drawn);
- g_profiler->avg("CM: vertices drawn on transparent pass", vertex_count);
+ g_profiler->avg(prefix+"blocks in range", blocks_in_range);
+ if(blocks_in_range != 0)
+ g_profiler->avg(prefix+"blocks in range without mesh (frac)",
+ (float)blocks_in_range_without_mesh/blocks_in_range);
+ g_profiler->avg(prefix+"blocks drawn", blocks_drawn);
}
+ if(pass == scene::ESNRP_SOLID)
+ prefix = "CM: solid: ";
+ else
+ prefix = "CM: transparent: ";
+
+ g_profiler->avg(prefix+"vertices drawn", vertex_count);
+ if(blocks_had_pass_meshbuf != 0)
+ g_profiler->avg(prefix+"meshbuffers per block",
+ (float)meshbuffer_count / (float)blocks_had_pass_meshbuf);
+ if(blocks_drawn != 0)
+ g_profiler->avg(prefix+"empty blocks (frac)",
+ (float)blocks_without_stuff / blocks_drawn);
+
m_control.blocks_drawn = blocks_drawn;
m_control.blocks_would_have_drawn = blocks_would_have_drawn;
diff --git a/src/utility.cpp b/src/utility.cpp
index 6ce67cb3f..0139281fa 100644
--- a/src/utility.cpp
+++ b/src/utility.cpp
@@ -236,7 +236,7 @@ bool isBlockInSight(v3s16 blockpos_b, v3f camera_pos, v3f camera_dir,
// If block is (nearly) touching the camera, don't
// bother validating further (that is, render it anyway)
- if(d > block_max_radius * 1.5)
+ if(d > block_max_radius)
{
// Cosine of the angle between the camera direction
// and the block direction (camera_dir is an unit vector)