bug fix, etc
parent
6c48be6c91
commit
beafc99d43
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@ -3993,8 +3993,15 @@ namespace OpenSim.Region.Framework.Scenes
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float limit = Scene.ReprioritizationDistance;
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bool byDrawdistance = Scene.ObjectsCullingByDistance;
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if(byDrawdistance)
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byDrawdistance = (Math.Abs(DrawDistance-m_reprioritizationLastDrawDistance) > 0.5f * limit);
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{
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float minregionSize = (float)Scene.RegionInfo.RegionSizeX;
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if(minregionSize > (float)Scene.RegionInfo.RegionSizeY)
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minregionSize = (float)Scene.RegionInfo.RegionSizeY;
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if(DrawDistance > minregionSize && m_reprioritizationLastDrawDistance > minregionSize)
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byDrawdistance = false;
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else
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byDrawdistance = (Math.Abs(DrawDistance-m_reprioritizationLastDrawDistance) > 0.5f * limit);
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}
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int tdiff = Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime);
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if(!byDrawdistance && tdiff < Scene.ReprioritizationInterval)
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return;
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@ -4012,7 +4019,7 @@ namespace OpenSim.Region.Framework.Scenes
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Util.FireAndForget(
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o =>
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{
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ControllingClient.ReprioritizeUpdates();
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ControllingClient.ReprioritizeUpdates();
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m_reprioritizationLastTime = Util.EnvironmentTickCount();
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m_reprioritizationBusy = false;
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}, null, "ScenePresence.Reprioritization");
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