chunk optimization (#246)

makes chunks load a bit faster
This commit is contained in:
DetectivEren
2026-03-03 17:55:27 +00:00
committed by GitHub
parent 515f91cad8
commit 1b0e5df27e
2 changed files with 7 additions and 5 deletions

View File

@@ -1964,8 +1964,8 @@ bool LevelRenderer::updateDirtyChunks()
{
if( (!onlyRebuild) ||
globalChunkFlags[ pClipChunk->globalIdx ] & CHUNK_FLAG_COMPILED ||
( distSq < 20 * 20 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
{
( distSq < 96 * 96 ) ) // Always rebuild really near things or else building (say) at tower up into empty blocks when we are low on memory will not create render data
{ // distSq adjusted from 20 * 20 to 96 * 96 - updated by detectiveren
considered++;
// Is this chunk nearer than our nearest?
#ifdef _LARGE_WORLDS