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authorTechnoPorg <jonah.janzen@gmail.com>2022-10-11 19:34:23 -0600
committerTechnoPorg <jonah.janzen@gmail.com>2022-10-12 07:21:42 -0600
commitb04350828ecc2388192a5cebf662ae1afc14f5eb (patch)
treeb7d2b6e7a83a64cd46586edd6755cf5800d2ca4e /servers/rendering/renderer_rd/storage_rd
parent5aadc618b6ff152dbc0ca4ea901c34a97e164091 (diff)
Use radial distance for making LOD decisions.
Previously, only forward basis distance from the camera was used. This means that unnecessarily high LOD levels were used for objects located to the side of the camera. The distance from the camera origin is now used, independently of direction.
Diffstat (limited to 'servers/rendering/renderer_rd/storage_rd')
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
index c2dc7d5f4c..9c031acc1e 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
@@ -61,7 +61,6 @@ public:
float z_far = 0.0;
float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane;
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;