bzzt
a730365ea1
Creanup Distant Terrain code
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- Cull terrain in the stock osg::CullVisitor
- Do not compile composite maps for shadow camera
- Do not abuse userdata for composite maps
2019-06-05 19:09:57 +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
Andrei Kortunov
a6fd077537
Render nearby default cells if the Distant Terrain is disabled
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
db8aaa74d6
Start cell border debug drawing
2018-06-13 01:48:31 +02:00
scrawl
6ccb6009ee
Use the View-based preloading for TerrainGrid as well
2017-03-14 19:27:56 +01:00
scrawl
bb991850da
Add LOD stitches
2017-03-14 19:27:56 +01:00
scrawl
0efc54c749
Subdivide the composite maps
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
e323b2fa7b
Use the SceneManager's ShaderManager
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
274690f790
Refactor BufferCache to allow caching buffers of different sizes
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
eef63a880a
terrain: use a custom drawable for multi-pass render instead of osgFX::Effect
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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.
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
157c11398d
Add terrain parallax mapping
2016-03-22 21:46:15 +01:00
scrawl
f898bf493f
Don't use Geodes
2016-03-10 13:17:01 +01:00
scrawl
8f81df2bd3
Cleanup
2016-02-20 20:34:56 +01:00
scrawl
0db7163363
Add specular mapping for terrain
2016-02-20 19:55:08 +01:00
scrawl
6a0ac824bd
Fix terrain error in OpenCS
2016-02-19 15:00:58 +01:00
scrawl
ca0e1fe0e0
Set the osg::Material on the terrain root node
2016-02-19 01:45:28 +01:00
scrawl
6000e48bba
Add terrain shaders and normal map support
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Textures with _n filename suffix are automatically recognized as terrain normal maps.
2016-02-19 01:37:30 +01:00
scrawl
e05d975020
Change the way that texture filtering settings are applied at runtime
2016-02-18 19:37:55 +01:00
scrawl
5824619a95
Clean up includes
2016-02-12 19:28:10 +01:00
scrawl
8b596dfcbe
Remove support for OSG 3.2
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Since commit e8662bea31
, we're using OSG functionality that contains an unfixed crash bug in version 3.2. The bug is fixed in version 3.4 (OSG commit 6351e5020371b0b72b300088a5c6772f58379b84)
2016-02-12 14:46:45 +01:00
scrawl
5e876b1379
Add missing include
2016-02-10 15:34:06 +01:00
scrawl
98c5e072f2
Swap the terrain cache update order to make more sense
2016-02-09 21:17:10 +01:00
scrawl
0865cea211
Preload terrain
2016-02-09 21:16:11 +01:00
scrawl
8aba74e6ee
Remove GridElement
2016-02-09 20:23:53 +01:00
scrawl
d11c2864df
Introduce UnrefQueue to handle the deleting of no longer needed objects in the background thread
2016-02-09 15:45:35 +01:00
scrawl
c3ad4dad75
Fix applying of filter settings on terrain textures
2016-02-07 05:53:56 -08:00
scrawl
9e5225bb6f
Do not unref a Texture's image data after applying it
2016-02-05 23:21:54 +01:00
scrawl
9e53e12c70
More renaming of TextureManager -> ImageManager
2016-02-05 23:10:27 +01:00
scrawl
f99f403dda
Rename TextureManager to ImageManager
2016-02-05 23:03:53 +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
31988ca4cc
Add a dont_override_filter description for textures that should be left alone
2016-02-05 21:07:08 +01:00
scrawl
b06730ac61
Fix terrain textureCompileDummy
2016-02-05 21:02:16 +01:00
scrawl
62169a7039
Use a single-precision PositionAttitudeTransform in speed critical places
2015-11-22 19:54:26 +01:00
scrawl
52901ec10c
Do not create terrain geodes when built with OSG 3.4
2015-11-16 15:11:20 +01:00
scrawl
72252d4f32
Terrain: restore IncrementalCompileOperation
2015-11-06 20:22:07 +01:00
scrawl
7ca8e45d5d
Terrain: remove debug code
2015-11-06 20:21:39 +01:00
scrawl
ef18f4217f
Terrain: create 4x4 terrain chunks per ESM::Cell to improve performance
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Improves performance because the number of splatting layers per chunk is reduced, and finer grained frustum culling can be done.
2015-11-06 20:14:57 +01:00
scrawl
95cf13e3f2
Terrain: make the blendmapSize and layerTileSize in FixedFunctionTechnique configurable
2015-11-06 15:23:37 +01:00