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Increase loading screen FPS
Now that it's rendered in a background thread, we can have a smooth loading bar at virtually no performance cost.
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parent
351fd842fd
commit
31ead3a9f4
2 changed files with 7 additions and 7 deletions
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@ -30,8 +30,8 @@ namespace MWGui
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: WindowBase("openmw_loading_screen.layout")
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, mVFS(vfs)
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, mViewer(viewer)
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, mLastRenderTime(0)
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, mLastWallpaperChangeTime(0)
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, mLastRenderTime(0.0)
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, mLastWallpaperChangeTime(0.0)
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, mProgress(0)
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, mVSyncWasEnabled(false)
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{
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@ -202,12 +202,10 @@ namespace MWGui
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void LoadingScreen::draw()
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{
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const float loadingScreenFps = 20.f;
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const float loadingScreenFps = 120.f;
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if (mTimer.time_m() > mLastRenderTime + (1.f/loadingScreenFps) * 1000.f)
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{
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mLastRenderTime = mTimer.time_m();
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bool showWallpaper = (MWBase::Environment::get().getStateManager()->getState()
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== MWBase::StateManager::State_NoGame);
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@ -230,6 +228,8 @@ namespace MWGui
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// resume 3d rendering
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mViewer->getUpdateVisitor()->setTraversalMask(oldUpdateMask);
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mViewer->getCamera()->setCullMask(oldCullMask);
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mLastRenderTime = mTimer.time_m();
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}
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}
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}
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@ -50,8 +50,8 @@ namespace MWGui
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const VFS::Manager* mVFS;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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unsigned long mLastWallpaperChangeTime;
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unsigned long mLastRenderTime;
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double mLastWallpaperChangeTime;
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double mLastRenderTime;
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osg::Timer mTimer;
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size_t mProgress;
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