Code

History

Commits on dec7e5921c2be0df31494de2fb9f3de3b5f21f99 to interface/src/VoxelSystem.cpp35+
  1. CR feedbackZappoMan committed 13 years agoddd5510
  2. optimized performance of VoxelNode::isLeaf()ZappoMan committed 13 years agoef20b3e
  3. implemented partial VBOs support in copyWrittenDataToReadArrays()ZappoMan committed 13 years ago322cb2f
  4. code review fixesZappoMan committed 13 years ago3af8a1b
  5. make VoxelSystem::deleteVoxelAt() work properlyZappoMan committed 13 years ago9dc09de
  6. create and delete voxels locallyZappoMan committed 13 years ago4fe93af
  7. create and delete voxels locallyZappoMan committed 13 years agobd3ea6e
  8. get rid of dead codeZappoMan committed 13 years ago2128cb8
  9. fixed partial VBO updatesZappoMan committed 13 years ago33fc9f5
  10. removed some debug messagesZappoMan committed 13 years ago3aa862f
  11. Merge branch 'master' of https://github.com/worklist/hifi into render_voxels_optimizationZappoMan committed 13 years agoc73d4dd
  12. More work on partial VBO updates still not working 100% correctlyZappoMan committed 13 years agof490f3e
  13. Return the box face, as well as the distance, from the ray intersection test. Use it to determine which voxel neighbor we create when adding.Andrzej Kapolka committed 13 years ago7ff8b84
  14. Voxel Render Optimization - using blended VBO update strategy - Fixed a bug in updateNodeInArraysAsFullVBO() that caused blended strategy to not work properly. - Implement strategy to usually update only the portion of the VBOs that have changed, unless nodes have been removed, and then update the full VBO. This siginificantly improves treeToArrays() performance - Still to do implement partial strategy for copy buffers and update GPUZappoMan committed 13 years ago655f141
  15. Merge branch 'master' of https://github.com/worklist/hifiAndrzej Kapolka committed 13 years ago0cff127
  16. Working on voxel editing.Andrzej Kapolka committed 13 years ago785e55e
  17. Optimized performance of newTreeToArrays() by implementing blended VBO strategy - Introduced concept of sometimes only updating the new/changed part of the VBO while other times updating the full VBO. This allows us to get the speed advantage of only partial VBO updates when nodes haven't been removed - Some debugging output related to _alwaysRenderFullVBO - added cleanupRemovedVoxels() which actually deletes the nodes that were previously removed (fixes a memory leak!!)ZappoMan committed 13 years agobb65137
  18. lowered voxel count so Ryan can run, and handle too many voxels case slightly more gracefully than crashingZappoMan committed 13 years ago244b4a1
  19. CR cleanupZappoMan committed 13 years agocb5ccee
  20. CR cleanupZappoMan committed 13 years agoed30a03
  21. Optimized removeOutOfView() - don't recurse down trees that are fully INSIDE of the view frustum, because those nodes are guaranteed to also be INSIDE - changes to extraData of the recurse operation to make this possible - adding debug stats to track how many nodes are inside, outside, intersect - change call to removeOutOfView() to not call if last elapsed time has not yet passed since last call (similar to treeToArrays() logic)ZappoMan committed 13 years ago70557cd
  22. added alwaysDisplay mode to PerformanceWarnings classZappoMan committed 13 years ago7a5ce57
  23. removed VoxelSystem::createSphere() which was dead codeZappoMan committed 13 years agof142521
  24. removed _voxelCleanupLockZappoMan committed 13 years ago84da976
  25. some cleanup pre CRZappoMan committed 13 years agof5808f4
  26. some cleanup pre CRZappoMan committed 13 years ago94529d5
  27. some cleanup pre CRZappoMan committed 13 years agob69c1a3
  28. removed some debug codeZappoMan committed 13 years ago68d5865
  29. second cut at view culling voxelsZappoMan committed 13 years ago09923d1
  30. First cut are removing out of view voxels and switch to using PerformanceWarningsZappoMan committed 13 years ago7ba9d4a
  31. short circuit shouldRender logic in treeToArrays()ZappoMan committed 13 years agoaf6f515
  32. Coding standard cleanup and VoxelNode optimization - make octalCode and children members private - add public getters for accessing these private members - change constructor to require an OctalCode for all non-roots - default constructor constructs a rootNode - make primary access for deleting, adding, and accessing children through public methods that do bookkeeping - calculate AABox on voxel creation so that we don't need to do all the math when we deal with voxels - added methods on VoxelNode for common items like getCorner(), getCenter(), getLevel(), etcZappoMan committed 13 years ago2c8c6a2
  33. various changes to help debug render pipeline - fixing some cases where TREE_SCALE was not using constant in prep for making TREE_SCALE larger - added createLine() to VoxelTree - added axis lines made of voxels to scene - added corner points made of voxels to sceneZappoMan committed 13 years agoa4f2dc2
  34. more optimizations of render pipelineZappoMan committed 13 years ago34a059d
  35. more render pipeline optimizationsZappoMan committed 13 years ago771c604