Added ability to store position, normal, tangent, and uv vertex attributes using GL_SHORT to reduce memory consumption and bandwidth.
Now taking advantage of GL_EXT_discard_framebuffer to reduce extraneous memory copy operations in the PowerVR driver Implemented native support for Maya's extended scene graph node attributes (pre-transform, post-transform, pivot sets, scale compensation) Debugging of broken skinned mesh renderer in progress
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@@ -106,7 +106,6 @@ bool KRLODGroup::getLODVisibility(const KRViewport &viewport)
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if(m_min_distance == 0 && m_max_distance == 0) {
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return true;
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} else {
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// return (m_max_distance == 0); // FINDME, HACK - Test code to enable only the lowest LOD group
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float lod_bias = viewport.getLODBias();
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lod_bias = pow(2.0f, -lod_bias);
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