Commit Graph

18 Commits (ee3aba149d55f2294adccd1b99cfa36f6beeb7dd)

Author SHA1 Message Date
scrawl 4fba157d3b Implement releaseGLObjects for cached resources 7 years ago
Kyle Cooley 3b9326d238 Clear terrain cache and reload terrain 7 years ago
scrawl 088d5604bf Use a shader if required to display the composite map
Fixes composited terrain not respecting the 'clamp lighting' setting.
8 years ago
scrawl 5044816770 Remove unused code 8 years ago
scrawl b66c2abfe3 Build the bounding sphere in the loading thread (only relevant for TerrainGrid) 8 years ago
scrawl 9e9c028f1d Skip light collection for far away terrain 8 years ago
scrawl 0782839a42 Avoid redundant culling tests on the transform/drawable 8 years ago
scrawl 9eed7fa6f5 Fix composite map when force shaders is enabled 8 years ago
scrawl 683e625c6c Rewrite CompositeMapRenderer to be based on Drawable and share the FBO 8 years ago
scrawl 5a3c645c89 Enable lazy compiling of composite maps 8 years ago
scrawl bb991850da Add LOD stitches 8 years ago
scrawl 0efc54c749 Subdivide the composite maps 8 years ago
scrawl 819860081f Remove custom bounding box 8 years ago
scrawl 7e4450da55 Change the renderOrder of composite maps to ensure they are updated before water reflections or other cameras that may be using it. 8 years ago
scrawl b1d4bb5708 Add CompositeMapRenderer
Temporarily render all terrain using composite maps for testing purposes
8 years ago
scrawl e323b2fa7b Use the SceneManager's ShaderManager 8 years ago
scrawl 051c17a184 Make reportStats const 8 years ago
scrawl 35d53acc65 Factor out terrain chunk loading/caching into a new resource manager 8 years ago