Fix replay and ghost
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2ff43a0d1a
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1f0d3587f6
4 changed files with 39 additions and 30 deletions
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@ -15,7 +15,7 @@
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where it is looking. This is to save resources, we don't draw the far away
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chunks or those behind the camera.
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- Extremely simple LOD of far away chunks is implemented: we keep an 8x8x8
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bit map of where there is empty space and where there is "something", then
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bit array of where there is empty space and where there is "something", then
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for far away areas with "something" we just draw some 2D rectangles.
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*/
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@ -67,8 +67,8 @@ struct
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{
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S3L_Scene scene; ///< Whole 3D scene.
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S3L_Model3D mapModel; ///< Whole map model.
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S3L_Model3D *carModel; ///< Shortcut pointer to the car model in scene.
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S3L_Model3D *ghostModel; ///< Shortcut pointer to the ghost model in scene.
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S3L_Model3D *carModel; ///< Shortcut ptr to the car model in the scene.
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S3L_Model3D *ghostModel; ///< Shortcut ptr to the ghost model in the scene.
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/**
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The scene model array.
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@ -1951,7 +1951,7 @@ void LCR_rendererDraw3D(void)
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{
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carGhostVisibility <<= 1;
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if (LCR_renderer.carModel->config.visible)
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if (m->config.visible)
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{
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carGhostVisibility |= 1;
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