Commit Graph

64 Commits (master)

Author SHA1 Message Date
Andrei Kortunov 8084a336b5 Replace zeroes and nulls by nullptrs 4 years ago
bzzt lost a hitlab login 65cd2c77aa static intersections
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login c7fda6d280 activegrid paging = 2xfps
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login b7b31926a8 fix map glitch + cleanup
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login 77b92aee9c fix shadowsglitch by bounds overflow
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
Andrei Kortunov f4291ea948 Fix intersector usage (bug #5283) 5 years ago
elsid d42b5fd28e
Fix warning -Woverloaded-virtual
In file included from openmw/components/terrain/quadtreeworld.cpp:10:
openmw/components/terrain/quadtreenode.hpp:95:14: warning: 'Terrain::QuadTreeNode::traverse' hides overloaded virtual function [-Woverloaded-virtual]
        void traverse(ViewData* vd, const osg::Vec3f& viewPoint, LodCallback* lodCallback, float maxDist);
             ^
OpenSceneGraph/build/clang/release/include/osg/Group:43:22: note: hidden overloaded virtual function 'osg::Group::traverse' declared here: different number of parameters (1 vs 4)
        virtual void traverse(NodeVisitor& nv);
                     ^
1 warning generated.
5 years ago
bzzt a730365ea1 Creanup Distant Terrain code
- Cull terrain in the stock osg::CullVisitor
- Do not compile composite maps for shadow camera
- Do not abuse userdata for composite maps
6 years ago
bzzt e4ba6ecf15 Do not store a LOD callback in the every QuadTreeNode 6 years ago
bzzt a61c0aaee1 Do not load height data to the qued tree since we do not need it now 6 years ago
bzzt ebcf8ca062 Do not store a ViewDataMap in the every QuadTreeNode 6 years ago
bzzt cb6d27fb12 Use the custom LineSegmentIntersector for QuadTree to simplify traversal
code
6 years ago
bzzt ce4e8be9ac Move traverse methods to the QuadTreeNode 6 years ago
bzzt 391f6faffb Remove unused defaultViewer / defaultViewPoint 6 years ago
bzzt 63ab7345be Reuse traversal result for different traversal with same view point
Rename eyePoint to viewPoint to match OSG conventions (eyePoint is the camera position, viewPoint is for LOD handling)
6 years ago
bzzt e0cf460ba3 Do not load terrain beyond the viewing distance 6 years ago
bzzt 03f23b235a Optimize terrain QuadTree build 6 years ago
AnyOldName3 b6b1b39804 Make the terrain paging system use the view point rather than the eye point to determine which nodes to use so that it can be inherited by RTT cameras. 6 years ago
Andrei Kortunov e06f0b797a Replace all NULLs to nullptr 6 years ago
Andrei Kortunov 359e748c28 Initialize some missing fields in constructors 7 years ago
scrawl 3e03a0d7bd Terrain: remove ref argument that is now always true 8 years ago
scrawl ac78d01b2b Terrain: use the main camera's viewpoint for intersection tests
Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
8 years ago
scrawl 5044816770 Remove unused code 8 years ago
scrawl db00d47ca2 Hold a ref to the intersection visitor's view if possible 8 years ago
scrawl 4baa795152 Add preloading implementation to QuadTreeWorld 8 years ago
scrawl bb991850da Add LOD stitches 8 years ago
scrawl 8c151364df Add special handling for CullVisitor to QuadTreeWorld.
- Cull only against bounding box, not bounding sphere, as this appears to perform better.
- Also traverse into non visible nodes to compute their LOD, this is to avoid nodes having to be loaded in when the player turns the view around, and will avoid unnecessary refs/unrefs of rendering data in the View. This should probably be turned off at some point for static cameras, such as the local maps.
8 years ago
scrawl f19a88be9d Reject QuadTreeNodes with invalid bounds 8 years ago
scrawl 7d004bf757 Preliminary rendering of QuadTreeWorld 8 years ago
scrawl ce8c4ad4f5 Add quad tree implementation (no rendering yet) 8 years ago
scrawl cdd0623009 Terrain rendering 10 years ago
Rohit Nirmal 997347b01e Silence -Wreorder warnings. 10 years ago
dteviot e197f5318b fixing MSVC 2013 warning C4244: & C4305
conversion from 'const float' to 'int', possible loss of data
conversion from 'double' to 'int', possible loss of data
conversion from 'float' to 'int', possible loss of data
10 years ago
jacmoe ee574e08ef MIT License header added to all terrain component files. 10 years ago
scrawl f7bac58b39 Terrain: change index buffer flags to unsigned 10 years ago
scrawl eda296f1e3 Remove workaround for Ogre 1.8 (no longer supported) 10 years ago
scrawl e25fa6c157 Refactor non-distant land terrain path to a grid based implementation (Fixes #1562) 11 years ago
scrawl c018319940 Addition to 7c9c0830a96: don't create useless BaseWhite clones 11 years ago
scrawl b0a1e1198a Yet another terrain fix 11 years ago
scrawl a9dcc90970 Another terrain fix 11 years ago
scrawl b8ca067730 Small fix for terrain 11 years ago
scrawl d0f98103e4 Terrain: re-added "distant land=off" path
Still a hack, but the overhead of building and traversing the quad tree appears negligible.
11 years ago
scrawl 1d926816b5 Terrain: background load blendmaps & layer textures. Refactor QuadTree update. 11 years ago
scrawl 97c3efb3ba Terrain: decoupled Chunk from QuadTreeNode. 11 years ago
scrawl edb5a54092 Include some more required Ogre headers explicitely. 11 years ago
scrawl 195071efc7 Terrain: geometry is now loaded in background threads.
TODO: background load layer textures and blendmaps.
"Distant land" setting has been removed for now (i.e. always enabled).
11 years ago
scrawl b3fed853ae Terrain: take cell world size into account for LOD selection 11 years ago
scrawl 6c863486e1 Terrain: fix an embarrassing copy&paste mistake. 11 years ago
scrawl c9e349f60f Terrain: support alternate coordinate systems. Get rid of LoadingListener for now 11 years ago
scrawl d4a755d1aa Fix some hardcoded literals 11 years ago