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-rw-r--r--game/terrain.cpp14
-rw-r--r--game/terrain.h1
2 files changed, 5 insertions, 10 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index dae295a..530b373 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -111,21 +111,17 @@ Terrain::render(const SceneShader & shader, const Frustum & frustum) const
{
grass->bind();
- std::ranges::for_each(meshes, [ext = getExtents(), &frustum](const auto & surfaceDef) {
- surfaceDef.second.visible = frustum.contains(surfaceDef.second.aabb);
- });
-
const auto chunkBySurface = std::views::chunk_by([](const auto & itr1, const auto & itr2) {
return itr1.first.surface == itr2.first.surface;
});
- for (const auto & surfaceRange : meshes | std::views::filter([](const auto & itr) {
- return itr.second.visible;
- }) | chunkBySurface) {
+ for (const auto & surfaceRange : meshes | chunkBySurface) {
const auto surface = surfaceRange.front().first.surface;
shader.landmass.use(surface ? surface->colorBias : OPEN_SURFACE);
for (const auto & sab : surfaceRange) {
- glBindVertexArray(sab.second.vertexArray);
- glDrawElements(GL_TRIANGLES, sab.second.count, GL_UNSIGNED_INT, nullptr);
+ if (frustum.contains(sab.second.aabb)) {
+ glBindVertexArray(sab.second.vertexArray);
+ glDrawElements(GL_TRIANGLES, sab.second.count, GL_UNSIGNED_INT, nullptr);
+ }
}
}
glBindVertexArray(0);
diff --git a/game/terrain.h b/game/terrain.h
index 1d00f97..f38fe84 100644
--- a/game/terrain.h
+++ b/game/terrain.h
@@ -36,7 +36,6 @@ private:
glBuffer indicesBuffer;
GLsizei count;
AxisAlignedBoundingBox aabb;
- mutable bool visible;
};
struct SurfaceKey {