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Process more textures per frame
authorLatif Khalifa <latifer@streamgrid.net>
Sat, 30 Mar 2013 14:32:19 +0000 (15:32 +0100)
committerLatif Khalifa <latifer@streamgrid.net>
Sat, 30 Mar 2013 14:32:19 +0000 (15:32 +0100)
Radegast/GUI/Rendering/RenderSettings.cs
Radegast/GUI/Rendering/Rendering.cs

index cca932e..e97136e 100644 (file)
@@ -58,7 +58,7 @@ namespace Radegast.Rendering
         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;
index 798606d..6d0b4ef 100644 (file)
@@ -1232,7 +1232,7 @@ namespace Radegast.Rendering
             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);
             }
         }
 
@@ -2983,8 +2983,6 @@ namespace Radegast.Rendering
         {
             if (force || texturesRequestedThisFrame < RenderSettings.TexturesToDownloadPerFrame)
             {
-                texturesRequestedThisFrame++;
-
                 lock (TexturesPtrMap)
                 {
                     if (TexturesPtrMap.ContainsKey(item.TeFace.TextureID))
@@ -3039,6 +3037,8 @@ namespace Radegast.Rendering
                                 { // Regular texture 
                                     Client.Assets.RequestImage(item.TeFace.TextureID, item.ImageType, handler);
                                 }
+
+                                texturesRequestedThisFrame++;
                             }
                         }
                         else