[DiscordArchive] Snapped to world or locally ?
[DiscordArchive] Snapped to world or locally ?
Archived author: Intemporel • Posted: 2023-07-04T19:20:12.515000+00:00
Original source
Snapped to world or locally ?
Archived author: robinsch • Posted: 2023-07-04T19:20:23.549000+00:00
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<a:pepoHacker:915917722133602304>
Archived author: robinsch • Posted: 2023-07-04T19:20:39.946000+00:00
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I just remember the same lag issue I had with brushes
Archived author: Titi • Posted: 2023-07-04T19:21:19.553000+00:00
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it's only models that overlap multiple tiles though it's pretty rare I don't think it would be noticeable
Archived author: robinsch • Posted: 2023-07-04T19:21:34.971000+00:00
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i had really really big brushes
Archived author: Titi • Posted: 2023-07-04T19:21:36.394000+00:00
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that's probably far less than 1%
Archived author: Titi • Posted: 2023-07-04T19:22:33.329000+00:00
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may be a different issues, getting a few duplicates from tile edges is not gonna have any significant impact
Archived author: Titi • Posted: 2023-07-04T19:27:52.098000+00:00
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a few possible options to fix those duplicates:
- iterate _model_instance_storage directly instead of tiles, massive performance drop if many tiles are loaded
- build the full UID list entirely from all tiles hit first instead of iterating the uid list of each tile, and whenever we add an object to the UID list, iterrate it and check for duplicates, quite slow too
at this point idk if any of those options would be faster than doing operations on a few duplicates, depends what the operation is really
Archived author: Titi • Posted: 2023-07-04T19:28:26.280000+00:00
Original source
if we do things like ray intersect x2 then yeah ensuring no duplicate is probably a lot faster
Archived author: Adspartan • Posted: 2023-07-04T19:33:52.579000+00:00
Original source
```cpp
_model_instance_storage.for_each_m2_instance([&](ModelInstance& model_instance)
{
/* ... */
});
_model_instance_storage.for_each_wmo_instance([&](WMOInstance& wmo_instance)
{
/* ... */
});
```