Make QuadTree load renderSections from lowest detailLevel to highest
IE start with near sections and move out
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@@ -513,7 +513,8 @@ public class LodQuadTree implements AutoCloseable
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// if childCount == -1: // (section could be loaded or unloaded if the player is moving fast)
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// - set this section to null (TODO: Is this needed to be first or last or don't matter for concurrency?)
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// - If loaded unload section
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for (byte sectLevel = (byte) (this.numbersOfSectionDetailLevels - 1); sectLevel >= TREE_LOWEST_DETAIL_LEVEL; sectLevel--)
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// start with close sections and move outward
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for (byte sectLevel = TREE_LOWEST_DETAIL_LEVEL; sectLevel < (byte) (this.numbersOfSectionDetailLevels - 1); sectLevel++)
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{
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final MovableGridRingList<LodRenderSection> ringList = this.renderSectionRingLists[sectLevel - TREE_LOWEST_DETAIL_LEVEL];
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//final MovableGridRingList<LodRenderSection> childRingList = sectLevel == TREE_LOWEST_DETAIL_LEVEL ? null : this.renderSectionRingLists[sectLevel - TREE_LOWEST_DETAIL_LEVEL - 1];
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