Cleanup dans optimization renderer.
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@ -272,7 +272,6 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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direct.y = 0;
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direct.Normalize();
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pos.y = 1;
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//renderManifest.clear();
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static Vector3i renderManifest[VIEW_DISTANCE * 4];
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@ -302,38 +301,22 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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cosinus = .99939082701;
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echantillons = 45;
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}
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else /*if (dist > VIEW_DISTANCE * .75f)*/ {
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else {
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angle.x = direct.z + direct.x;
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angle.z = direct.z - direct.x;
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sinus = .05233595624;
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cosinus = .99862953475;
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echantillons = 30;
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}
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//else if (dist > VIEW_DISTANCE * .875f) { // - CHUNK_SIZE_X * 28) {
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// angle.x = direct.z;
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// angle.z = -direct.x;
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// sinus = .08715574274;
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// cosinus = .996194698091;
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// echantillons = 36;
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// //echantillons = 0;
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//}
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//else {
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// angle.x = direct.z;
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// angle.z = -direct.x;
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// sinus = .13052619222;
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// cosinus = .99144486137;
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// echantillons = 24;
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//}
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angle.y = 0;
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angle.Normalize();
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for (int radar = 0; radar < echantillons; ++radar) {
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float x = angle.x;
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float z = angle.z;
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angle.x = x * cosinus - z * sinus;
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angle.z = z * cosinus + x * sinus;
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angle.x = angle.x * cosinus - angle.z * sinus;
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angle.z = angle.z * cosinus + x * sinus;
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angle.Normalize();
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cursor = pos - direct * CHUNK_SIZE_X * 2 + angle * dist;
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@ -359,7 +342,6 @@ void World::RenderWorld(int& rendercount, int& badhitcount, Player& player, Tran
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ChunkAt(cursor)->Render();
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world.ApplyTranslation(-(chx - m_center[0]) * CHUNK_SIZE_X, 0, -(chy - m_center[1]) * CHUNK_SIZE_Z);
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renderManifest[++rendercount] = Vector3i(chx, 0, chy);
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//++rendercount;
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}
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}
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}
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