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fixed to renderer
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d4d6290403
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@ -311,7 +311,11 @@ enum Visbility
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VIS_STREAMME
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};
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#ifdef FIX_BUGS
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#define LOD_DISTANCE (300.0f*TheCamera.LODDistMultiplier)
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#else
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#define LOD_DISTANCE 300.0f
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#endif
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#define FADE_DISTANCE 20.0f
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#define STREAM_DISTANCE 30.0f
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@ -674,14 +678,7 @@ CRenderer::ScanWorld(void)
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
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ScanSectorPoly(poly, 3, ScanSectorList_Subway);
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}else{
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if(f <= LOD_DISTANCE){
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poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
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poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
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poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x);
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poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y);
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poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x);
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
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}else{
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if(f > LOD_DISTANCE){
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// priority
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poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
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poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
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@ -698,8 +695,16 @@ CRenderer::ScanWorld(void)
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poly[1].y = CWorld::GetSectorY(vectors[CORNER_LOD_LEFT].y);
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poly[2].x = CWorld::GetSectorX(vectors[CORNER_LOD_RIGHT].x);
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_LOD_RIGHT].y);
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ScanSectorPoly(poly, 3, ScanSectorList);
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}else{
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poly[0].x = CWorld::GetSectorX(vectors[CORNER_CAM].x);
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poly[0].y = CWorld::GetSectorY(vectors[CORNER_CAM].y);
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poly[1].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPLEFT].x);
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poly[1].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPLEFT].y);
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poly[2].x = CWorld::GetSectorX(vectors[CORNER_FAR_TOPRIGHT].x);
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poly[2].y = CWorld::GetSectorY(vectors[CORNER_FAR_TOPRIGHT].y);
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ScanSectorPoly(poly, 3, ScanSectorList);
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}
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ScanSectorPoly(poly, 3, ScanSectorList);
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#ifdef NO_ISLAND_LOADING
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_INDUSTRIAL));
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ScanBigBuildingList(CWorld::GetBigBuildingList(LEVEL_COMMERCIAL));
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