Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
2020-10-16 22:18:54 +04:00
bzzt lost a hitlab login
b4af2ac672
avoid blocking on pagerebuild
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
17637c6575
pagerebuild on disable
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt lost a hitlab login
ffbed7ee38
loadingscreen
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:28 +02:00
bzzt
d684f1a78f
terrainbased objectpaging
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
Andrei Kortunov
6de97e6bc2
Remove redundant variables from RenderingManager
2020-06-06 14:10:24 +04:00
Capostrophic
1bf2ddac4d
Cleanup
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Move static variable declaration out of the loop
Remove redundant boolean argument from applyDrawableProperties()
Improve HeightCullCallback class formatting
2020-05-07 18:54:09 +03:00
Bret Curtis
407fbe320e
cleanup and use C++ version of FLT_MAX
2020-04-23 10:10:50 +02:00
bzzt
ed20d869b4
waterculling for both terrain
2020-04-23 08:53:21 +02:00
Bret Curtis
8a8107e837
as it says; revert vismask and uncomplicate openmw
2020-04-20 20:57:38 +02:00
Andrei Kortunov
84979fa8b7
Move VisMask to components
2020-02-16 16:03:35 +04:00
bzzt
391f6faffb
Remove unused defaultViewer / defaultViewPoint
2019-04-07 11:21:09 +04:00
Andrei Kortunov
489e5c6cce
Store preloaded terrain view in the main thread
2019-04-07 11:15:21 +04:00
bzzt
63ab7345be
Reuse traversal result for different traversal with same view point
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Rename eyePoint to viewPoint to match OSG conventions (eyePoint is the camera position, viewPoint is for LOD handling)
2019-04-07 11:14:37 +04:00
Bret Curtis
b819690e82
Merge pull request #2264 from akortunov/optimize_terrain
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Delete composite map layers in the background thread
2019-03-18 13:52:17 +01:00
bzzt
aa5a071aef
Delete composite map layers in the background thread
2019-03-18 14:00:50 +04:00
Bret Curtis
d56733149c
Merge pull request #2201 from akortunov/optimize_terrain
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Optimize terrain
2019-03-18 08:59:10 +01:00
Andrei Kortunov
12f9184d00
Allow to interrupt terrain preloading
2019-03-09 13:15:23 +04:00
bzzt
e0cf460ba3
Do not load terrain beyond the viewing distance
2019-03-08 22:15:27 +04:00
bzzt
5bce3cbc68
Don't use MWRender namespace in common terrain components
2019-02-27 00:04:01 +03:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Miloslav Číž
414e6caafe
Make tb work with distant terrain
2018-06-14 13:14:38 +02:00
Miloslav Číž
f18d57429e
Move cell border management to World
2018-06-14 12:27:22 +02:00
Miloslav Číž
1b8d500c07
Make tb command work again
2018-06-14 12:01:09 +02:00
Miloslav Číž
c3d7ee5a9e
Resolve merge conflicts
2018-06-13 08:22:37 +02:00
Miloslav Číž
db8aaa74d6
Start cell border debug drawing
2018-06-13 01:48:31 +02:00
scrawl
123f7b83d5
Make the CompositeMapRenderer use available time and add related setting
2018-02-13 00:40:41 +00:00
Kyle Cooley
2eacc2f093
Changes to land creation, add ability to specifically clear terrain cache
2017-09-08 14:37:03 -04:00
scrawl
ac78d01b2b
Terrain: use the main camera's viewpoint for intersection tests
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Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
2017-07-19 13:11:44 +02:00
Ewan Higgs
38a2de3c51
convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
2017-06-09 16:49:25 +02:00
scrawl
6ccb6009ee
Use the View-based preloading for TerrainGrid as well
2017-03-14 19:27:56 +01:00
scrawl
3c29e2dbeb
Refactor ownership of terrain views
2017-03-14 19:27:56 +01:00
scrawl
e7a0878c10
Add CompositeMapRenderer info to the stats panel
2017-03-14 19:27:56 +01:00
scrawl
683e625c6c
Rewrite CompositeMapRenderer to be based on Drawable and share the FBO
2017-03-14 19:27:56 +01:00
scrawl
4baa795152
Add preloading implementation to QuadTreeWorld
2017-03-14 19:27:56 +01:00
scrawl
4dbd224249
Hide the terrain in non-exterior cells
2017-03-14 19:27:56 +01:00
scrawl
5a3c645c89
Enable lazy compiling of composite maps
2017-03-14 19:27:56 +01:00
scrawl
ce8c4ad4f5
Add quad tree implementation (no rendering yet)
2017-03-14 19:27:55 +01:00
scrawl
14225a42c6
Remove unused pointer to IncrementalCompileOperation
2017-03-14 19:27:55 +01:00
scrawl
c487df0abb
Move updateTextureFiltering and material into the base class
2017-03-14 19:27:55 +01:00
scrawl
5eff286c71
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
2017-03-14 19:27:55 +01:00
scrawl
35d53acc65
Factor out terrain chunk loading/caching into a new resource manager
2017-03-14 19:27:55 +01:00
scrawl
804f873649
terrain: factor out texture caching into a separate class
2017-03-14 19:27:55 +01:00
scrawl
8f79fa3d72
Add resource statistics panel opened with F4
2017-02-22 14:28:45 +01:00
scrawl
e05d975020
Change the way that texture filtering settings are applied at runtime
2016-02-18 19:37:55 +01:00
scrawl
0865cea211
Preload terrain
2016-02-09 21:16:11 +01:00
scrawl
6ef848b7c5
Remove TextureManager::getTexture2D
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Instead use getImage and let the caller create the Texture. Sharing of textures is then handled in post by the SharedStateManager.
This is closer to what the OSG serializer does.
Streamlines the TextureManager and will make it easier to multithread.
2016-02-05 23:01:11 +01:00
scrawl
98571148b0
Remove custom license for terrain code
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Now that it's no longer a stand-alone component, there's not much point in custom licensing it.
2015-06-14 20:44:29 +02:00
scrawl
cdd0623009
Terrain rendering
2015-06-03 01:35:41 +02:00
jacmoe
ee574e08ef
MIT License header added to all terrain component files.
2015-02-09 20:16:29 +01:00