fix invisible walls

This commit is contained in:
Quaternions 2024-02-16 04:11:42 -08:00
parent db6e1e43c1
commit b1d860edf1

View File

@ -218,13 +218,10 @@ impl GraphicsState{
color:GraphicsModelColor4::new(model.color),
};
//get or create owned mesh map
if let Some(owned_mesh_map)=owned_mesh_id_from_mesh_id_render_config_id.get(&model.mesh){
let owned_mesh_map=if let Some(owned_mesh_map)=owned_mesh_id_from_mesh_id_render_config_id.get(&model.mesh){
//the mesh has already been split into a set of unique renderconfig meshes
//simply add one instance to each of them
for owned_mesh_id in owned_mesh_map.values(){
let owned_mesh=unique_render_config_models.get_mut(owned_mesh_id.get() as usize).unwrap();
owned_mesh.instances.push(instance.clone());
}
owned_mesh_map
}else{
let mut owned_mesh_map=HashMap::new();
//add mesh if renderid never before seen for this model
@ -233,10 +230,6 @@ impl GraphicsState{
//check each group, if it's using a new render config then make a new clone of the model
if let Some(mesh)=map.meshes.get(model.mesh.get() as usize){
for graphics_group in mesh.graphics_groups.iter(){
let render_config=&map.render_configs[graphics_group.render.get() as usize];
if model.color.w==0.0&&render_config.texture.is_none(){
continue;
}
//get or create owned mesh
let owned_mesh_id=if let Some(&owned_mesh_id)=owned_mesh_map.get(&graphics_group.render){
owned_mesh_id
@ -252,7 +245,7 @@ impl GraphicsState{
unique_vertices:mesh.unique_vertices.clone(),
render_config:graphics_group.render,
polys:model::PolygonGroup::PolygonList(model::PolygonList::new(Vec::new())),
instances:vec![instance.clone()],
instances:Vec::new(),
});
owned_mesh_id
};
@ -270,7 +263,16 @@ impl GraphicsState{
}
}
owned_mesh_id_from_mesh_id_render_config_id.insert(model.mesh,owned_mesh_map);
owned_mesh_id_from_mesh_id_render_config_id.get(&model.mesh).unwrap()
};
for owned_mesh_id in owned_mesh_map.values(){
let owned_mesh=unique_render_config_models.get_mut(owned_mesh_id.get() as usize).unwrap();
let render_config=&map.render_configs[owned_mesh.render_config.get() as usize];
if model.color.w==0.0&&render_config.texture.is_none(){
continue;
}
owned_mesh.instances.push(instance.clone());
}
}
//check every model to see if it's using the same (texture,color) but has few instances,if it is combine it into one model
//1. collect unique instances of texture and color,note model id