Mapblock Mesh BspTree: Increase the depth of block-level splits

... before going node-level triangle search.
Fixes transparent grass on transparent land
master
x2048 2022-06-07 21:26:31 +02:00 committed by GitHub
parent edc7df5480
commit 3107c98591
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GPG Key ID: 4AEE18F83AFDEB23
1 changed files with 8 additions and 3 deletions

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@ -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;