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515 commits

Author SHA1 Message Date
scrawl
d855a13b44 Clear the resource cache from the worker thread 2016-02-07 00:36:31 +01:00
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.
2016-02-06 17:22:17 +01:00
scrawl
499beda665 Clear terrain texture cache before applying filter settings 2016-02-05 23:20:13 +01:00
scrawl
f99f403dda Rename TextureManager to ImageManager 2016-02-05 23:03:53 +01:00
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.
2016-02-05 23:01:11 +01:00
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.
2016-02-05 21:03:10 +01:00
Alexander "Ace" Olofsson
776c715ccd Move NoTraverseCallback to mwrender/util.hpp 2016-01-29 23:21:58 +01:00
scrawl
6546c05428 Move Fallback map to components/ 2016-01-11 23:10:16 +01:00
scrawl
ed101ad35a Remove redundant getPlayerAnimation function 2015-12-18 17:44:57 +01:00
scrawl
7a8a7e3dd6 Add const version of getAnimation 2015-12-18 17:21:51 +01:00
Chris Robinson
f1faeeae3a Use separate config options for min and mag texture filters 2015-12-13 17:05:19 -08:00
Chris Robinson
5c0a847eaf Combine some duplicate code 2015-12-13 16:51:27 -08:00
Chris Robinson
b830a413d3 Rename the texture filter options
To avoid compatibility issues with upgrading from or downgrading to older
builds.
2015-12-13 16:02:09 -08:00
Chris Robinson
76bde5ee13 Separate and expand texture filtering options 2015-12-13 11:25:01 -08:00
scrawl
e520d37c87 Override the field of view for first person meshes (Fixes #858, Fixes #3051) 2015-12-07 16:29:30 +01:00
scrawl
9621b66b78 Move field of view setting to Camera section 2015-12-07 16:23:06 +01:00
scrawl
136a425cec Use the Werewolf field of view override (Fixes #3064)
Need to re-run the settings importer for the feature to work.
2015-12-07 16:11:47 +01:00
scrawl
67a6a8f5d4 Make projectiles receive lighting 2015-12-05 00:44:18 +01:00
scrawl
3f93af4181 Projectiles interact with the water surface (Fixes #2986) 2015-12-04 23:28:11 +01:00
scrawl
86881bcf39 In first person mode, attach sound listener to the camera 2015-12-03 15:16:20 +01:00
scrawl
62169a7039 Use a single-precision PositionAttitudeTransform in speed critical places 2015-11-22 19:54:26 +01:00
scrawl
35459f20d5 Refactor lighting mask 2015-11-10 17:23:12 +01:00
scrawl
91583fc027 Fix MWRender::Mask_ParticleSystem 2015-11-10 17:00:33 +01:00
scrawl
1b52749ae1 Adjust third person camera height based on character height 2015-11-09 17:42:35 +01:00
scrawl
2407f393ce Fix double update traversal in screenshot function 2015-11-06 23:14:27 +01:00
scrawl
6e69808129 Fix the frameNumber not being incremented in certain frames 2015-11-06 23:14:27 +01:00
scrawl
c996702b56 Fix some uninitialised variables found by static analysis 2015-11-04 20:34:50 +01:00
scrawl
209fa52883 Hide weather particles underwater (Fixes #2701) 2015-11-03 23:15:43 +01:00
scrawl
30c828dff0 Include cleanup 2015-11-03 02:17:42 +01:00
scrawl
8da4530957 Use INI-imported underwater fog settings (Fixes #2907, Fixes #1511) 2015-11-01 22:09:27 +01:00
scrawl
93f4d31cf9 Raytest mask fix (Fixes #2984) 2015-10-31 01:30:02 +01:00
scrawl
b9b154a015 Minor cleanup 2015-10-31 00:01:12 +01:00
scrawl
8433e0679f Water: connect to settings window 2015-10-29 00:25:24 +01:00
scrawl
6ba9f561ea Use simple water for the local map 2015-10-29 00:25:24 +01:00
scrawl
9f2f503d37 Water: pass the near and far planes 2015-10-29 00:25:24 +01:00
scrawl
700a0099c3 Remove debug code 2015-10-29 00:25:23 +01:00
scrawl
e13eb625d3 New water WIP
Changes compared to old (Ogre) water:
- Uses depth-texture readback to handle the underwater fog in the water shader, instead of handling it in the object shader
- Different clipping mechanism (glClipPlane instead of a skewed viewing frustum)
- Fixed bug where the reflection camera would look strange when the viewer was very close to the water surface
- Toned down light scattering, made the waterColor a bit darker at night
- Fixed flipped water normals and strange resulting logic in the shader

Still to do: see comments...
2015-10-29 00:25:23 +01:00
scrawl
515c52211e Disable mipmaps for temporary screenshot texture 2015-10-25 18:28:50 +01:00
dteviot
3fa5c6a0e7 fixed travis build failure 2015-08-21 22:00:08 +12:00
dteviot
85bc41dedb replaced FLT_MAX with numeric_limits. 2015-08-21 19:34:28 +12:00
scrawl
681183df31 Restore handling of fog depth == 0 values (Bug #1549) 2015-08-19 01:13:14 +02:00
scrawl
664ae079db Improve setting of culling mask for the savegame screenshot camera 2015-08-02 18:05:15 +02:00
scrawl
88c61ed2b6 Fix NotifyDrawCompletedCallback in single threaded mode 2015-08-02 17:57:50 +02:00
scrawl
dcb8fbc69c Accurate handling of fog depth/density (Fixes #2752) 2015-07-02 20:46:34 +02:00
scrawl
4b2391c60f Ignore effect meshes in getScreenBounds 2015-06-30 02:51:32 +02:00
scrawl
ad6764fa6a Fix bug #2715 2015-06-20 17:08:46 +02:00
scrawl
2b53e5d965 Fix for explosion effects playing when the game is paused 2015-06-19 03:32:48 +02:00
scrawl
3ebfb4e0d9 Ignore particle systems in getScreenBounds 2015-06-17 18:22:31 +02:00
scrawl
1c151f2f0a Re-enable some outcommented sky code 2015-06-16 20:56:48 +02:00
scrawl
3da8f6e62e Water ripples 2015-06-16 20:36:48 +02:00