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For MaxLOD values > 5, disable LOD threshold and view limits (#609)
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@ -291,7 +291,7 @@ A higher setting will cause higher quality textures to be drawn regardless of di
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</sizepolicy>
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</property>
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<property name="maximum">
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<number>50</number>
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<number>60</number>
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</property>
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<property name="singleStep">
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<number>5</number>
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@ -235,7 +235,7 @@ inline void ViewManager::ManageVisibilityAndDetailRecursively(ViewROI* p_from, i
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if (p_from->GetWorldBoundingSphere().Radius() > 0.001F) {
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float projectedSize = ProjectedSize(p_from->GetWorldBoundingSphere());
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if (projectedSize < seconds_allowed * g_viewDistance) {
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if (RealtimeView::GetUserMaxLOD() <= 5.0f && projectedSize < seconds_allowed * g_viewDistance) {
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if (p_from->GetLodLevel() != ViewROI::c_lodLevelInvisible) {
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ManageVisibilityAndDetailRecursively(p_from, ViewROI::c_lodLevelInvisible);
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}
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@ -361,7 +361,7 @@ inline int ViewManager::CalculateLODLevel(float p_maximumScale, float p_initialS
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assert(from);
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if (GetFirstLODIndex(from) != 0) {
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if (p_maximumScale < g_minLODThreshold) {
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if (RealtimeView::GetUserMaxLOD() <= 5.0f && p_maximumScale < g_minLODThreshold) {
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return 0;
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}
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else {
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