Ewan Higgs
38a2de3c51
convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
8 years ago
scrawl
c992cb6e82
Fix texture not being applied on rendering the composite map ( Fixes #3791 )
8 years ago
scrawl
a070551af3
Attempt to fix naming conflict on windows
8 years ago
scrawl
088d5604bf
Use a shader if required to display the composite map
...
Fixes composited terrain not respecting the 'clamp lighting' setting.
8 years ago
scrawl
7f5beb3172
Remove unused includes
8 years ago
scrawl
5044816770
Remove unused code
8 years ago
scrawl
b66c2abfe3
Build the bounding sphere in the loading thread (only relevant for TerrainGrid)
8 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
fb8ac06524
Reduce the minSize of quad tree nodes for better performance
8 years ago
scrawl
a041546b54
Use the quad tree's minSize in the LodCallback
8 years ago
scrawl
e4e8821902
Refactor update of lodFlags
8 years ago
scrawl
2aa09639a9
Re-enable terrain intersections
8 years ago
scrawl
db00d47ca2
Hold a ref to the intersection visitor's view if possible
8 years ago
scrawl
11bee6ee35
Avoid compiling composite maps that are no longer referenced
8 years ago
scrawl
9eed7fa6f5
Fix composite map when force shaders is enabled
8 years ago
scrawl
d055dc25bf
Add custom traversal for local map camera to avoid loading terrain nodes that are exactly outside the border to another cell
8 years ago
scrawl
7d50b6c2e2
Add QuadTreeWorld::cacheCell to preload cells at max LOD for local maps
8 years ago
scrawl
6ccb6009ee
Use the View-based preloading for TerrainGrid as well
8 years ago
scrawl
3c29e2dbeb
Refactor ownership of terrain views
8 years ago
scrawl
28fd492711
Don't use terrain LOD for the map camera
8 years ago
scrawl
e7a0878c10
Add CompositeMapRenderer info to the stats panel
8 years ago
scrawl
c921620ef3
Compile the drawables of a composite map one by one to avoid frame drops for larger maps
8 years ago
scrawl
47ca8aeee5
Use the time elapsed instead of # compiled as limit
8 years ago
scrawl
8a6d909b22
Fix composite map being compiled twice
8 years ago
scrawl
683e625c6c
Rewrite CompositeMapRenderer to be based on Drawable and share the FBO
8 years ago
scrawl
4baa795152
Add preloading implementation to QuadTreeWorld
8 years ago
scrawl
9db71e3f62
Recompute the LOD stitching when the view changes
8 years ago
scrawl
ef704db877
Fix reset of changed flag
8 years ago
scrawl
1c15686353
Remove non required use of WorkQueue
8 years ago
scrawl
433900fca5
Fix waiting on initial quad tree build
8 years ago
scrawl
4dbd224249
Hide the terrain in non-exterior cells
8 years ago
scrawl
2580de11a4
Refactor ownership of ViewDataMap
8 years ago
scrawl
5a3c645c89
Enable lazy compiling of composite maps
8 years ago
scrawl
99e18f0d68
Clear the ViewData on exit
8 years ago
scrawl
bb991850da
Add LOD stitches
8 years ago
scrawl
6bd286d924
Fix unnecessary resizing in ViewData
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
e36bdb490e
Add view data structure for efficient collection of LOD nodes to use for a given camera/intersection
8 years ago
scrawl
0efc54c749
Subdivide the composite maps
8 years ago
scrawl
819860081f
Remove custom bounding box
8 years ago
scrawl
ce8c4ad4f5
Add quad tree implementation (no rendering yet)
8 years ago
scrawl
14225a42c6
Remove unused pointer to IncrementalCompileOperation
8 years ago
scrawl
c487df0abb
Move updateTextureFiltering and material into the base class
8 years ago
scrawl
5eff286c71
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
8 years ago
scrawl
7e4450da55
Change the renderOrder of composite maps to ensure they are updated before water reflections or other cameras that may be using it.
8 years ago
scrawl
b1d4bb5708
Add CompositeMapRenderer
...
Temporarily render all terrain using composite maps for testing purposes
8 years ago
scrawl
e323b2fa7b
Use the SceneManager's ShaderManager
8 years ago