scrawl
b2019d31c7
Mark thread safe methods in BsaFile
9 years ago
scrawl
fc0be77e4c
Preload keyframes
9 years ago
scrawl
ef5de94548
Fix correctActorModelPath
9 years ago
scrawl
e4e313fe12
Remove outdated comment
9 years ago
scrawl
c8054424c9
Preload items equipped by NPCs
9 years ago
scrawl
a81b10b415
Make the cache expiryDelay configurable
9 years ago
scrawl
41233fc8e5
Keep a reference to the original scene template for as long as the instance is used
9 years ago
scrawl
778bce3ae9
Remove unused ObjectCache functions
9 years ago
scrawl
5efaa9817c
Add preloading settings
9 years ago
scrawl
610257cd3a
Preload the exterior cell grid
9 years ago
scrawl
49ecac4ced
Add a mutex lock around the SharedStateManager
9 years ago
scrawl
c3ad4dad75
Fix applying of filter settings on terrain textures
9 years ago
scrawl
8b981ab507
Crash fix
9 years ago
scrawl
8592166eeb
Preload surrounding cells when preloading an exterior cell destination
9 years ago
scrawl
023c87b215
Preload cell when the player goes near a teleport door. It works!
9 years ago
scrawl
c155680d3c
Customize ObjectCache for more efficient locking in removeExpiredObjectsInCache
9 years ago
scrawl
d855a13b44
Clear the resource cache from the worker thread
9 years ago
scrawl
6f9ca0f68f
Add basic cell preloader class
...
Not properly in use yet, but seems to be working.
9 years ago
scrawl
e055ae094a
Improve const-correctness in BulletShapeManager
...
Sadly, two const_cast's are needed to work around Bullet API quirks.
9 years ago
scrawl
b7e69cbc64
Refactor WorkQueue, merge WorkTicket and WorkItem
...
Allow the caller to hold on to the WorkItem. This makes it possible for a derived WorkItem to store the result of the work within the WorkItem itself.
9 years ago
scrawl
df57d4bfba
Use a common base class for resource managers
...
Implement updateCache to delete unreferenced cached objects when they have not been referenced for a while.
9 years ago
scrawl
ea1efaac0c
Use the osgDB::ObjectCache in SceneManager, cleanup
9 years ago
scrawl
909c4d96b6
Use the osgDB::ObjectCache in BulletShapeManager
9 years ago
scrawl
6c1c653cba
Use the osgDB::ObjectCache in ImageManager
...
Should be thread safe now.
9 years ago
scrawl
a72af4a1a3
cout that should be cerr
9 years ago
scrawl
9e5225bb6f
Do not unref a Texture's image data after applying it
9 years ago
scrawl
499beda665
Clear terrain texture cache before applying filter settings
9 years ago
scrawl
9e53e12c70
More renaming of TextureManager -> ImageManager
9 years ago
scrawl
5ee3d1698f
Remove getWarningTexture in favor of getWarningImage
9 years ago
scrawl
f99f403dda
Rename TextureManager to ImageManager
9 years ago
scrawl
6ef848b7c5
Remove TextureManager::getTexture2D
...
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.
9 years ago
scrawl
fbd4ad9b0c
Flip terrain textures
9 years ago
scrawl
71401aafe7
Handle multipass techniques in SetFilterSettingsVisitor
9 years ago
scrawl
31988ca4cc
Add a dont_override_filter description for textures that should be left alone
9 years ago
scrawl
e8662bea31
Change the way that image origin is converted to OpenGL's lower-left convention
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Flip the texture coordinates instead of flipping textures.
This simplifies the TextureManager (no need to worry if the caller wants flipping or not), should make it easier to generalize & multithread it.
9 years ago
scrawl
6ac688c0e2
Change the way that texture filtering setting changes are applied at runtime to not require keeping a reference to textures
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The references would be difficult to clean up because there may or may not be another reference to the texture in the osgDB::SharedStateManager.
9 years ago
scrawl
e2ee1d5689
Use separate textures for the MyGUI RenderManager
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This means we can more reliably set the filter parameters.
I believe this commit creates a regression where non-DDS GUI textures would display upside down, which will be addressed by further refactoring in the next commits.
9 years ago
scrawl
5b972ee777
Move texture filtering settings to SceneManager
...
Practical benefits:
- Filter settings are now applied to native OSG format models. These models do not use TextureManager::getTexture2D since the model itself specifies a Texture.
- The GUI render manager will be able to use its own separate textures, making it easier to turn off filtering for them.
9 years ago
scrawl
b06730ac61
Fix terrain textureCompileDummy
9 years ago
scrawl
c9a67ab423
Do not add scripts from levelled creatures twice (Bug #2806 )
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Do not insert objects from within a CellStore visitor
9 years ago
scrawl
8e5398d85b
Add missing initializations
9 years ago
scrawl
7d647088ab
Make the local map cell distance configurable
9 years ago
scrawl
bd655c20fd
Refactor local map updates
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We don't need the delay any more because the rendering itself is part of the normal rendering traversal - so it's delayed anyway.
Don't request maps that we're not actually using (i.e. with cell grid sizes higher than the default 3, we were rendering more maps than the map window could show).
9 years ago
scrawl
300379617e
Accept a const CellStore in findInteriorPositionInWorldSpace
9 years ago
scrawl
41ebf62fb1
Accept a const CellStore in getNorthVector
9 years ago
Marc Zinnschlag
11a4a31bfd
Merge remote-tracking branch 'scrawl/localscripts'
9 years ago
scrawl
69c2c4fcc1
updateMergedRefs before reading MVRF tags ( Fixes #3161 )
9 years ago
scrawl
2eda495f89
Build fix for OSG 3.2
9 years ago
scrawl
06ed20abf8
Use the initial pose of a MorphGeometry for object placement ( Fixes #3136 )
9 years ago
scrawl
cc3563359e
Refactor local script iteration ( Fixes #2806 , Fixes #3108 )
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This should be much safer. Don't use recursion. Don't fail if mIgnore happens to be in the list twice. Don't rely on preconditions / assertions.
9 years ago