From 2181611c2e657dec7cae9cbfcb1526bb2fa6c06a Mon Sep 17 00:00:00 2001 From: redstrate <54911369+redstrate@users.noreply.github.com> Date: Mon, 17 Aug 2020 10:11:58 -0400 Subject: [PATCH] Remove extraneous debug messages --- engine/renderer/src/renderer.cpp | 4 +--- engine/renderer/src/scenecapture.cpp | 4 +--- engine/renderer/src/shadowpass.cpp | 8 ++------ tools/common/src/commoneditor.cpp | 6 +----- 4 files changed, 5 insertions(+), 17 deletions(-) diff --git a/engine/renderer/src/renderer.cpp b/engine/renderer/src/renderer.cpp index dd6f66c..13e09f2 100755 --- a/engine/renderer/src/renderer.cpp +++ b/engine/renderer/src/renderer.cpp @@ -442,10 +442,8 @@ void Renderer::render_camera(GFXCommandBuffer* command_buffer, Scene& scene, Obj if(mesh.materials[material_index].handle == nullptr || mesh.materials[material_index]->static_pipeline == nullptr) continue; - if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get(obj), part))) { - console::debug(System::Renderer, "Culled {}!", scene.get(obj).name); + if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get(obj), part))) continue; - } command_buffer->set_pipeline(mesh.mesh->bones.empty() ? mesh.materials[material_index]->static_pipeline : mesh.materials[material_index]->skinned_pipeline); diff --git a/engine/renderer/src/scenecapture.cpp b/engine/renderer/src/scenecapture.cpp index 8a13815..72d91bb 100755 --- a/engine/renderer/src/scenecapture.cpp +++ b/engine/renderer/src/scenecapture.cpp @@ -255,10 +255,8 @@ void SceneCapture::render(GFXCommandBuffer* command_buffer, Scene* scene) { if(mesh.materials[material_index].handle == nullptr || mesh.materials[material_index]->static_pipeline == nullptr) continue; - if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene->get(obj), part))) { - console::debug(System::Renderer, "Scene Culled {}!", scene->get(obj).name); + if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene->get(obj), part))) continue; - } command_buffer->set_pipeline( mesh.materials[material_index]->capture_pipeline); diff --git a/engine/renderer/src/shadowpass.cpp b/engine/renderer/src/shadowpass.cpp index 3fb93b8..4b96a6e 100755 --- a/engine/renderer/src/shadowpass.cpp +++ b/engine/renderer/src/shadowpass.cpp @@ -139,10 +139,8 @@ void ShadowPass::render_meshes(GFXCommandBuffer* command_buffer, Scene& scene, c command_buffer->set_depth_bias(1.25f, 0.00f, 1.75f); for (auto& part : mesh.mesh->parts) { - if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get(obj), part))) { - console::debug(System::Renderer, "Shadow Culled {}!", scene.get(obj).name); + if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get(obj), part))) continue; - } command_buffer->draw_indexed(part.index_count, part.index_offset, part.vertex_offset); } @@ -165,10 +163,8 @@ void ShadowPass::render_meshes(GFXCommandBuffer* command_buffer, Scene& scene, c command_buffer->set_depth_bias(1.25f, 0.00f, 1.75f); for (auto& part : mesh.mesh->parts) { - if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get(obj), part))) { - console::debug(System::Renderer, "Shadow Culled {}!", scene.get(obj).name); + if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get(obj), part))) continue; - } command_buffer->bind_shader_buffer(part.bone_batrix_buffer, 0, 1, sizeof(Matrix4x4) * 128); command_buffer->draw_indexed(part.index_count, part.index_offset, part.vertex_offset); diff --git a/tools/common/src/commoneditor.cpp b/tools/common/src/commoneditor.cpp index 949e411..1a0cf09 100755 --- a/tools/common/src/commoneditor.cpp +++ b/tools/common/src/commoneditor.cpp @@ -162,8 +162,6 @@ void CommonEditor::update(float deltaTime) { } if(object.type == SelectableObject::Type::Handle) { - console::debug(System::Game, "Selected axis {}!", utility::enum_to_string(object.axis)); - transforming_axis = true; axis = object.axis; previous_intersect = 0.0; @@ -229,9 +227,7 @@ void CommonEditor::update(float deltaTime) { previous_intersect = current_intersect; const float delta = current_intersect - previous_intersect; - - console::debug(System::Game, "{} {}", std::to_string(current_intersect), std::to_string(previous_intersect)); - + previous_intersect = current_intersect; switch(axis) {