Finished water for real this time
This commit is contained in:
@@ -19,26 +19,25 @@ void taskMain(
|
||||
float tileDistance = distance / tile.extent;
|
||||
uint numMeshes = groupID.y + 1;
|
||||
|
||||
if(numMeshes == 4 && (tileDistance > 8))
|
||||
if(numMeshes == 4 && tileDistance > 2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(numMeshes == 3)
|
||||
if(numMeshes == 3 && (tileDistance > 4 || tileDistance < 1))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(numMeshes == 2)
|
||||
if(numMeshes == 2 && (tileDistance > 8 || tileDistance < 3))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if(numMeshes == 1)
|
||||
if(numMeshes == 1 && tileDistance < 7)
|
||||
{
|
||||
return;
|
||||
}
|
||||
WaterPayload payload;
|
||||
payload.offset = bounding.minCorner;
|
||||
payload.extent = tile.extent / numMeshes;
|
||||
// todo: hardcoded max lod
|
||||
payload.numMeshes = numMeshes;
|
||||
DispatchMesh(numMeshes, numMeshes, 1, payload);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user