Repository navigation
Conversation
|
Note Reviews pausedIt looks like this branch is under active development. To avoid overwhelming you with review comments due to an influx of new commits, CodeRabbit has automatically paused this review. You can configure this behavior by changing the Use the following commands to manage reviews:
Use the checkboxes below for quick actions:
No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info
WalkthroughThe river water draw path now checks the computed index count against the dynamic index buffer limit before allocation. If the count exceeds 65,535, it asserts and returns without drawing. Rivers within the limit continue through the existing rendering path. ChangesRiver water rendering
Priority: ➖ Normal Estimated code review effort: 2 (Simple) | ~8 minutes Change: Bug fix Suggested reviewers: Merge Risk: ⚪ Minimal · up to
|
|
05fe7ce to
600358d
Compare
|
Looks like the river rendering is super inefficient right now, it puts the entire maps river's polygons into the buffer instead of culling to just the part that's on screen. Made an item for that: #3496 |
600358d to
d7d4e70
Compare
d7d4e70 to
cbfb063
Compare
xezon
left a comment
There was a problem hiding this comment.
Why is this labeled as "ThisProject" ?
cbfb063 to
ac29be1
Compare
My bad, removed the label - had this one open when I was labeling the one for fixing 2d batching issue I think. |
drawRiverWaterasksDynamicIBAccessClassfor three indices per river point, and the count is anunsigned short. 21846 points wrap to 2, and the loop still writes 65532 indices.The point count comes straight from the map file, so one river polygon is enough to write up to 128 KB past the index buffer.
Rivers that do not fit in 16 bits are now skipped. The largest river in the 537 retail and custom maps I tested has 374 points.