AnyOldName3
56fa33af66
Enable parallel split shadow maps
2017-11-07 00:32:04 +00:00
AnyOldName3
3f63ebce77
Theoretically, at least, fix everything (except hte sky issue which is resolved in another branch)
2017-11-05 14:37:36 +00:00
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
2017-10-31 21:21:05 +01:00
scrawl
d0866d1b3c
Revert change to node mask that appears to not serve any purpose
2017-10-31 20:21:54 +01:00
AnyOldName3
ef8a7d1cb9
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2017-10-26 23:40:05 +01:00
Miloslav Číž
3731e20228
fix rain ripple regression
2017-10-24 14:12:41 +02:00
AnyOldName3
2a90dff388
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2017-10-19 15:06:49 +01:00
Miloslav Číž
8a1e0e74fd
update uniform from one place
2017-10-17 09:59:53 +02:00
Miloslav Číž
da47653625
move rain intensity uniform to water node
2017-10-17 09:59:45 +02:00
Miloslav Číž
af6eeddbe5
use operator instead of drawcallback
2017-10-15 00:04:14 +02:00
Miloslav Číž
8114126a62
make use of renderinfo
2017-10-14 21:41:59 +02:00
Miloslav Číž
b95c9ba483
rain independent from camera plus wrap-around
2017-10-14 21:40:28 +02:00
AnyOldName3
26a7b48d69
Attempt to make a VDSM work, and also to set up a debug HUD, but without success.
2017-10-13 18:19:29 +01:00
AnyOldName3
0568c93b39
Add specific shadow source files to MWRender
2017-10-03 03:40:23 +01:00
AnyOldName3
ba1e2cab2f
Merge remote-tracking branch 'upstream/master' into osgshadow-test
2017-10-03 03:00:15 +01:00
Miloslav Číž
4999c667b6
fix rain ripple bug
2017-09-29 19:56:16 +02:00
Miloslav Číž
8416feaf5b
link rain water ripple effect to actual rain
2017-09-28 19:04:31 +02:00
Miloslav Číž
cde2c13900
make water depth independent of view frustum
2017-09-26 14:14:28 +02:00
AnyOldName3
99f6a1b8e1
Switch to LispSM
2017-09-19 23:44:37 +01:00
scrawl
00034192dc
Fix player Ptr in RenderingManager not being updated on cell changes
...
Noticed that 'setpos' wasn't working in the console with the player selected.
2017-09-17 23:07:17 +00:00
AnyOldName3
e2623d21ab
Merge remote-tracking branch 'upstream/master' into osgshadow-test
2017-08-23 13:33:22 +01:00
scrawl
ac78d01b2b
Terrain: use the main camera's viewpoint for intersection tests
...
Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
2017-07-19 13:11:44 +02:00
scrawl
532b26bf3c
osgShadow experiment
2017-04-14 15:35:41 +02:00
scrawl
9371100fde
Reuse the intersection visitor and set a traversal number to allow the terrain component to manage its view more efficiently
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
1c15686353
Remove non required use of WorkQueue
2017-03-14 19:27:56 +01:00
scrawl
19d516cbda
Use the QuadTreeWorld based on distant terrain setting now that it sort of works.
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
14225a42c6
Remove unused pointer to IncrementalCompileOperation
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
e323b2fa7b
Use the SceneManager's ShaderManager
2017-03-14 19:27:55 +01:00
scrawl
051c17a184
Make reportStats const
2017-03-14 19:27:55 +01:00
scrawl
2c68ed4fb4
Remove no longer required use of UnrefQueue as the new resource manager will naturally clear the cache from the worker thread
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
9a3a64f0c4
Add resource manager for ESM::Land to allow data to be unloaded when no longer required
2017-03-14 19:27:55 +01:00
scrawl
ccfebdd2c3
Set the underwater fog relative to default view distance
2017-03-14 19:27:44 +01:00
scrawl
00d4fea91c
Derive Animation from osg::Referenced to allow the UnrefQueue to delete it
2017-02-22 15:27:20 +01:00
scrawl
a5247394dc
(Re)set the inventory listener outside of the Animation class
2017-02-22 15:08:22 +01:00
scrawl
8f79fa3d72
Add resource statistics panel opened with F4
2017-02-22 14:28:45 +01:00
scrawl
f10edb71cc
Add environment variable for disabling IncrementalCompileOperation
2017-02-15 21:01:25 +01:00
scrawl
026a05718f
Construct the WorkQueue in Engine
2017-02-14 07:58:16 +01:00
scrawl
d141b98f0c
Add base animations to preloadCommonAssets
2017-02-09 03:32:40 +01:00
scrawl
249fe9077b
Handle 'tcb' command as an alias for 'tcg'
2017-02-08 18:51:07 +01:00
scrawl
884d306bf3
Throw exception when told to use 0 threads
2017-02-04 05:58:12 +01:00
scrawl
2db7292bcb
Add new setting for the number of preloading worker threads
...
If you have CPU cores to spare, consider setting 2 or 3. Up to about 3 threads, preloading performance seems to increase in a linear fashion, but with 4 or more threads I/O bottlenecks and synchronization overhead starts to show.
2017-02-04 02:59:28 +01:00
scrawl
c5f8ff6e0e
Add names to several nodes for debugging purposes
2017-02-02 21:49:52 +01:00
scrawl
fcb4129aee
Add 'small feature culling pixel size' setting
2017-02-01 06:00:14 +01:00
scrawl
960d4a96c3
Reduce the number of osg::Material state by setting the default state on the graph root
2017-02-01 06:00:14 +01:00
scrawl
34deb6e7b1
Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
2017-02-01 06:00:14 +01:00
Allofich
19db070fca
Don't update ripple simulation when paused
2016-10-31 01:19:38 +09:00