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improve behavior of too more than _maxVoxels

ZappoMan committed 13 years ago

Commit 14ddb891 parent 3f9631d1 file · +1 −1Browse files

Showing the changes to interface/src/VoxelSystem.cpp (1 of 1 file). Show all

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interface/src/VoxelSystem.cpp+1−1
@@ -991,7 +991,7 @@ int VoxelSystem::forceRemoveNodeFromArrays(VoxelNode* node) { · 990 unmodified lines
991 991
992int VoxelSystem::updateNodeInArrays(VoxelNode* node, bool reuseIndex, bool forceDraw) {992int VoxelSystem::updateNodeInArrays(VoxelNode* node, bool reuseIndex, bool forceDraw) {
993 // If we've run out of room, then just bail...993 // If we've run out of room, then just bail...
994 if (_voxelsInWriteArrays >= _maxVoxels) {994 if (_voxelsInWriteArrays >= _maxVoxels && (_freeIndexes.size() == 0)) {
995 // We need to think about what else we can do in this case. This basically means that all of our available995 // We need to think about what else we can do in this case. This basically means that all of our available
996 // VBO slots are used up, but we're trying to render more voxels. At this point, if this happens we'll just996 // VBO slots are used up, but we're trying to render more voxels. At this point, if this happens we'll just
997 // not render these Voxels. We need to think about ways to keep the entire scene intact but maybe lower quality997 // not render these Voxels. We need to think about ways to keep the entire scene intact but maybe lower quality