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openmw-tes3mp/components/terrain
Andrei Kortunov 6de97e6bc2 Remove redundant variables from RenderingManager 5 years ago
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buffercache.cpp Implement releaseGLObjects for cached resources 7 years ago
buffercache.hpp Implement releaseGLObjects for cached resources 7 years ago
cellborder.cpp as it says; revert vismask and uncomplicate openmw 5 years ago
cellborder.hpp as it says; revert vismask and uncomplicate openmw 5 years ago
chunkmanager.cpp re-use bzzts waterplane overlay for debug; makes it easier to test. To use this, set the env OPENMW_WATER_CULLING_DEBUG=1; You will see blue rectangles corresponding to water outlines. Once there are no more outlines, water is culled. You can further see this by pressing F3 3 times to check the the amount of quads. Before culling it should be around 1600, after culling it should drop to 0. 5 years ago
chunkmanager.hpp Initialize variables to avoid undefined values 5 years ago
compositemaprenderer.cpp Do not allow different threads to compile the same composite map 6 years ago
compositemaprenderer.hpp Remove redundant mCompile set - we do not use data from it anyway 6 years ago
defs.hpp Add terrain parallax mapping 9 years ago
material.cpp Optimize blendmap generation 6 years ago
material.hpp Move forcePPL and clamp to global shader defines (bug #4869) 6 years ago
quadtreenode.cpp Fix intersector usage (bug #5283) 5 years ago
quadtreenode.hpp Fix intersector usage (bug #5283) 5 years ago
quadtreeworld.cpp Cleanup 5 years ago
quadtreeworld.hpp as it says; revert vismask and uncomplicate openmw 5 years ago
storage.hpp Remove unused and unfinished blendmap packing feature 6 years ago
terraindrawable.cpp re-use bzzts waterplane overlay for debug; makes it easier to test. To use this, set the env OPENMW_WATER_CULLING_DEBUG=1; You will see blue rectangles corresponding to water outlines. Once there are no more outlines, water is culled. You can further see this by pressing F3 3 times to check the the amount of quads. Before culling it should be around 1600, after culling it should drop to 0. 5 years ago
terraindrawable.hpp re-use bzzts waterplane overlay for debug; makes it easier to test. To use this, set the env OPENMW_WATER_CULLING_DEBUG=1; You will see blue rectangles corresponding to water outlines. Once there are no more outlines, water is culled. You can further see this by pressing F3 3 times to check the the amount of quads. Before culling it should be around 1600, after culling it should drop to 0. 5 years ago
terraingrid.cpp waterculling for both terrain 5 years ago
terraingrid.hpp Apply suggestion to components/terrain/terraingrid.hpp 5 years ago
texturemanager.cpp Make reportStats const 8 years ago
texturemanager.hpp Make reportStats const 8 years ago
viewdata.cpp Creanup Distant Terrain code 6 years ago
viewdata.hpp Creanup Distant Terrain code 6 years ago
world.cpp waterculling for both terrain 5 years ago
world.hpp Remove redundant variables from RenderingManager 5 years ago