Commit Graph

10 Commits (master)

Author SHA1 Message Date
Andrei Kortunov 8e5f26c109 Code cleanup 4 years ago
bzzt lost a hitlab login da92ad329b move renderbin
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
Bret Curtis 48713915cb re-use bzzts waterplane overlay for debug; makes it easier to test. To use this, set the env OPENMW_WATER_CULLING_DEBUG=1; You will see blue rectangles corresponding to water outlines. Once there are no more outlines, water is culled. You can further see this by pressing F3 3 times to check the the amount of quads. Before culling it should be around 1600, after culling it should drop to 0. 5 years ago
bzzt 480302d634 terrainclusterculling 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
AnyOldName3 112ade2a3f Ensure TerrainDrawables affect the computed near/far planes. 7 years ago
scrawl ceaf0ee409 Enable shadow casting for terrain
Add a check to TerrainDrawable to make sure shadows are only drawn once, not once per blending pass
7 years ago
scrawl 9e9c028f1d Skip light collection for far away terrain 8 years ago
scrawl 0782839a42 Avoid redundant culling tests on the transform/drawable 8 years ago
scrawl eef63a880a terrain: use a custom drawable for multi-pass render instead of osgFX::Effect
osgFX::Effect is awkward to use because of the lazy-definition of passes, no support for compileGLObjects, useless 'Technique' abstraction and having to define silly methods like 'effectAuthor()'

Handling the multi-pass rendering inside the Drawable also avoids redundant culling tests against the same bounding box for each pass.
8 years ago