- attempt to see if this makes stability better

This commit is contained in:
Mark Vejvoda
2013-10-02 20:22:10 +00:00
parent ee6eadb0d8
commit dc503d6340
33 changed files with 692 additions and 712 deletions

View File

@@ -1054,7 +1054,7 @@ void Renderer::setupLighting() {
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
if(world->toRenderUnit(unit) &&
unit->getCurrVector().dist(Vec3d(gameCamera->getPos())) < maxLightDist &&
unit->getCurrVector().dist(gameCamera->getPos()) < maxLightDist &&
unit->getType()->getLight() && unit->isOperative()) {
//printf("$$$ Show light for faction: %s # %d / %d for Unit [%d - %s]\n",world->getFaction(i)->getType()->getName().c_str(),lightCount,maxLights,unit->getId(),unit->getFullName().c_str());
@@ -6662,7 +6662,7 @@ void Renderer::selectUsingFrustumSelection(Selection::UnitContainer &units,
visibleUnitIndex < qCache.visibleQuadUnitList.size(); ++visibleUnitIndex) {
Unit *unit = qCache.visibleQuadUnitList[visibleUnitIndex];
if(unit != NULL && unit->isAlive()) {
Vec3d unitPos = unit->getCurrVector();
Vec3f unitPos = unit->getCurrVector();
bool insideQuad = CubeInFrustum(quadSelectionCacheItem.frustumData,
unitPos.x, unitPos.y, unitPos.z, unit->getType()->getSize());
if(insideQuad == true) {