disable lod smooth. Need to be fixed for multiplayer, after release

This commit is contained in:
samuncle 2019-03-12 00:43:15 +01:00
parent 1acc6ecea0
commit 73149481ef

View File

@ -179,11 +179,15 @@ void LODNode::updateVisibility()
if (m_nodes.size() == 0) return; if (m_nodes.size() == 0) return;
// Don't need to run the computation of the level everytime // Don't need to run the computation of the level everytime
if ((int)(rand()%10) == 1) // FIXME actually we need this was causing weird issue in multiplayer
// TO be fixed after RC (samuncle)
/*if ((int)(rand()%10) == 1)
{ {
m_current_level = getLevel(); m_current_level = getLevel();
} }*/
m_current_level = getLevel();
/*
if (m_previous_level != m_current_level && !is_in_transition) if (m_previous_level != m_current_level && !is_in_transition)
{ {
is_in_transition = true; is_in_transition = true;
@ -213,7 +217,13 @@ void LODNode::updateVisibility()
{ {
m_nodes[i]->setVisible(i == m_current_level); m_nodes[i]->setVisible(i == m_current_level);
} }
}*/
for (size_t i = 0; i < m_nodes.size(); i++)
{
m_nodes[i]->setVisible(i == m_current_level);
} }
} }
void LODNode::OnRegisterSceneNode() void LODNode::OnRegisterSceneNode()