Mod Specific Visual Culling Size for Lasers#6729
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Currently, lasers will not render if the length or both head and tail radii are < `0.0001`. This is very small, and in many mods the smallest visual size is `0.01`, so this PR exposes that culling size value to allow mods to optimize and tune visual culling of lasers, which can be quite useful especially in laser heavy missions.
Baezon
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This isn't really culling as it is about filtering out bad data, curves notwithstanding, the only way this early out is triggered is if the table explicitly specifies the laser is below the threshold, in which case it will never render, and vice versa if it above the threshold.
What exactly do you mean by "in many mods the smallest visual size is 0.01"? Because this doesn't cull based on visual size, it culls based on absolute size.
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Ah that's my bad yeah, it is indeed culling based on absolute size. By "in many mods the smallest visual size is 0.01" I just meant if a laser width or length is smaller than 0.01 then it is already not really visible. Overall I should have given extra context, too. FotG is at least using curves quite heavily to decrease laser width and length, so we wanted to try and optimize this by exposing the absolute cull size to be something like 0.05 instead of 0.0001. |
Baezon
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Ok, so curves were indeed the main point here, just wanted to be sure there wasn't some other misunderstanding. In which case, in the wiki documention you'll want to be clear that curves are the only reason a laser would sometimes be over, sometimes be under this threshold.
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Thanks, that all sounds good and will do! |
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After discussion, changing to |
Currently, lasers will not render if the length or both head and tail radii are <
0.0001. This is very small, and in many mods the smallest visual size is0.01, so this PR exposes that culling size value to allow mods to optimize and tune visual culling of lasers, which can be quite useful especially in laser heavy missions.