Slight fps increas by reducing the amount the point lights have to render.
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@ -361,7 +361,7 @@ void Graphics::render(double time)
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depthCubeShader->setUniform("farPlane", farPlane);
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// render depth textures for point lights
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glViewport(0, 0, cube_size, cube_size);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, farPlane);
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glm::mat4 depthProjectionMatrix_pointlights = glm::perspective(1.571f, (float)cube_size/(float)cube_size, 0.1f, 50.0f);
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glm::vec3 looking_directions[6] = {glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f),
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glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, 0.0f, -1.0f)};
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glm::vec3 upvectors[6] = {glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, -1.0f, 0.0f),glm::vec3(0.0f, 0.0f, -1.0f),
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@ -61,6 +61,9 @@ void Level::render(ACGL::OpenGL::SharedShaderProgram shader, bool lightingPass,
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else {
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renderDistance = ((((int)skydomeSize)+chunkSize/2)/chunkSize) + 1;
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}
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if(!lightingPass) {
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renderDistance = 1;
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}
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int xPosition = ((int)cameraCenter->getPosition().x + (terrain.getHeightmapWidth()/2))/chunkSize;
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int zPosition = ((int)cameraCenter->getPosition().z + (terrain.getHeightmapHeight()/2))/chunkSize;
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int xStart = xPosition - renderDistance;
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@ -2,7 +2,7 @@
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#include <ACGL/OpenGL/Objects/VertexArrayObject.hh>
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using namespace tinyxml2;
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const int chunkSize = 30;
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const int chunkSize = 25;
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Loader::Loader() {
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}
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