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@ -198,9 +198,7 @@ namespace MWWorld
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, mMaxCacheSize(0)
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, mPreloadInstances(true)
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, mLastResourceCacheUpdate(0.0)
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, mTerrainView(NULL)
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{
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mTerrainView = mTerrain->createView();
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}
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CellPreloader::~CellPreloader()
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@ -210,7 +208,6 @@ namespace MWWorld
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mTerrainPreloadItem->waitTillDone();
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mTerrainPreloadItem = NULL;
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}
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mTerrainView = NULL;
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if (mUpdateCacheItem)
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{
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@ -372,8 +369,8 @@ namespace MWWorld
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class TerrainPreloadItem : public SceneUtil::WorkItem
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{
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public:
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TerrainPreloadItem(Terrain::View* view, Terrain::World* world, const std::vector<osg::Vec3f>& preloadPositions)
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: mView(view)
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TerrainPreloadItem(const std::vector<osg::ref_ptr<Terrain::View> >& views, Terrain::World* world, const std::vector<osg::Vec3f>& preloadPositions)
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: mTerrainViews(views)
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, mWorld(world)
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, mPreloadPositions(preloadPositions)
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{
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@ -381,32 +378,43 @@ namespace MWWorld
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virtual void doWork()
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{
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for (std::vector<osg::Vec3f>::const_iterator it = mPreloadPositions.begin(); it != mPreloadPositions.end(); ++it)
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mWorld->preload(mView, *it);
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mView->reset(0);
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for (unsigned int i=0; i<mTerrainViews.size() && i<mPreloadPositions.size(); ++i)
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{
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mWorld->preload(mTerrainViews[i], mPreloadPositions[i]);
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mTerrainViews[i]->reset(0);
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}
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}
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private:
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Terrain::View* mView;
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std::vector<osg::ref_ptr<Terrain::View> > mTerrainViews;
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Terrain::World* mWorld;
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std::vector<osg::Vec3f> mPreloadPositions;
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};
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void CellPreloader::setTerrainPreloadPositions(const std::vector<osg::Vec3f> &positions)
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{
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if (!mTerrainView)
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return;
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if (mTerrainPreloadItem && !mTerrainPreloadItem->isDone())
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return;
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else if (positions == mTerrainPreloadPositions)
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return;
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else
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{
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if (mTerrainViews.size() > positions.size())
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{
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for (unsigned int i=positions.size(); i<mTerrainViews.size(); ++i)
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mUnrefQueue->push(mTerrainViews[i]);
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mTerrainViews.resize(positions.size());
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}
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else if (mTerrainViews.size() < positions.size())
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{
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for (unsigned int i=mTerrainViews.size(); i<positions.size(); ++i)
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mTerrainViews.push_back(mTerrain->createView());
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}
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// TODO: provide some way of giving the preloaded view to the main thread when we enter the cell
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// right now, we just use it to make sure the resources are preloaded
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mTerrainPreloadPositions = positions;
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mTerrainPreloadItem = new TerrainPreloadItem(mTerrainView, mTerrain, positions);
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mTerrainPreloadItem = new TerrainPreloadItem(mTerrainViews, mTerrain, positions);
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mWorkQueue->addWorkItem(mTerrainPreloadItem);
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}
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}
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