scene_context *scene,
struct world_surface *mat )
{
- if( vg.quality_profile == k_quality_profile_low )
+ if( (vg.quality_profile == k_quality_profile_low) ||
+ (vg.quality_profile == k_quality_profile_min) )
return;
vg_info( "Applying foliage (%u)\n", mat->info.pstr_name );
/* need send off the memory to the gpu before we can create the bvh. */
vg_async_stall();
vg_info( "creating bvh\n" );
-
- /* setup spacial mapping and rigidbody */
world->geo_bh = scene_bh_create( world->heap, &world->scene_geo );
- v3_zero( world->rb_geo.rb.co );
- v3_zero( world->rb_geo.rb.v );
- q_identity( world->rb_geo.rb.q );
- v3_zero( world->rb_geo.rb.w );
-
- world->rb_geo.type = k_rb_shape_scene;
- world->rb_geo.inf.scene.bh_scene = world->geo_bh;
- rb_init_object( &world->rb_geo );
-
/*
* Generate scene: non-collidable geometry
* ----------------------------------------------------------------