openmw-tes3coop/apps/openmw/mwrender
scrawl bd655c20fd Refactor local map updates
We don't need the delay any more because the rendering itself is part of the normal rendering traversal - so it's delayed anyway.

Don't request maps that we're not actually using (i.e. with cell grid sizes higher than the default 3, we were rendering more maps than the map window could show).
2016-02-05 01:19:45 +01:00
..
.gitignore
animation.cpp Factor out SceneUtil::addLight 2016-01-11 23:10:16 +01:00
animation.hpp Fix comment 2016-02-03 14:40:59 +01:00
bulletdebugdraw.cpp
bulletdebugdraw.hpp
camera.cpp
camera.hpp
cell.hpp
characterpreview.cpp
characterpreview.hpp
creatureanimation.cpp
creatureanimation.hpp
effectmanager.cpp
effectmanager.hpp
globalmap.cpp
globalmap.hpp
localmap.cpp Refactor local map updates 2016-02-05 01:19:45 +01:00
localmap.hpp Refactor local map updates 2016-02-05 01:19:45 +01:00
npcanimation.cpp Fix the path correction for animation sources provided in NPC record (Fixes #2444) 2016-02-03 14:40:21 +01:00
npcanimation.hpp
objects.cpp
objects.hpp
pathgrid.cpp
pathgrid.hpp
renderbin.hpp
renderinginterface.hpp
renderingmanager.cpp Move NoTraverseCallback to mwrender/util.hpp 2016-01-29 23:21:58 +01:00
renderingmanager.hpp Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
rendermode.hpp
ripplesimulation.cpp Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
ripplesimulation.hpp Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
rotatecontroller.cpp
rotatecontroller.hpp
sky.cpp Move observer_ptr include where it belongs 2016-01-25 21:03:33 +01:00
sky.hpp
terrainstorage.cpp
terrainstorage.hpp
util.cpp
util.hpp Move NoTraverseCallback to mwrender/util.hpp 2016-01-29 23:21:58 +01:00
vismask.hpp Correction 2016-01-15 16:34:57 +01:00
water.cpp Do not crash when the water normal map is missing (Fixes #3179) 2016-02-03 15:24:28 +01:00
water.hpp Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
weaponanimation.cpp
weaponanimation.hpp