Far terrain: say what the near terrain's loading does to the queue

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
some-du6eandClaude Opus 5.5 committed 2026-11-01 13:18:32 -06:00
1 parent c26f5f2fc7
commit 4d53099dbb
1 file changed
+5 -3
+5 -3
View File
@@ -1761,12 +1761,14 @@ impl Lod {
// neighbours. Coarser tiles do not read visited columns (stride > 16),
// so re-meshing every tile touching the chunk was pure waste.
}
/// Whether the near terrain is still loading: on small machines far
/// terrain then holds back (`HELD_SAMPLE_STEP`).
/// Whether the near terrain is still loading: far terrain then queues
/// `SAMPLE_JOBS` at most, and on small machines holds back
/// (`HELD_SAMPLE_STEP`).
pub fn set_near_loading(&mut self, loading: bool) {
if loading && !self.near_loading {
// The queue filled while nothing loaded nearby; the near chunks
// must not wait behind it. The first tiles stay queued, best first.
// must not wait behind it. Larger machines keep its first
// `SAMPLE_JOBS`, small ones none.
let mut keep = if self.small { 0 } else { SAMPLE_JOBS };
let dropped = drop_queued_samples(&self.shared, &mut self.pending, |_| {
let kept = keep > 0;