public static DetailLevel SculptRenderDetail = DetailLevel.High;
public static DetailLevel MeshRenderDetail = DetailLevel.Highest;
public static bool AllowQuickAndDirtyMeshing = true;
- public static int MeshesPerFrame = 20;
+ public static int MeshesPerFrame = 16;
public static int TexturesToDownloadPerFrame = 2;
/// <summary>Should we try to make sure that large prims that are > our draw distance are in view when we are standing on them</summary>
public static bool HeavierDistanceChecking = true;
if (Client != null)
{
Client.Self.Movement.Camera.LookAt(Camera.Position, Camera.FocalPoint);
- Client.Self.Movement.Camera.Far = Camera.Far = DrawDistance;
+ Client.Self.Movement.Camera.Far = 4 * (Camera.Far = DrawDistance);
}
}
{
if (force || texturesRequestedThisFrame < RenderSettings.TexturesToDownloadPerFrame)
{
- texturesRequestedThisFrame++;
-
lock (TexturesPtrMap)
{
if (TexturesPtrMap.ContainsKey(item.TeFace.TextureID))
{ // Regular texture
Client.Assets.RequestImage(item.TeFace.TextureID, item.ImageType, handler);
}
+
+ texturesRequestedThisFrame++;
}
}
else