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buffercache.cpp
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Implement releaseGLObjects for cached resources
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2017-08-26 19:29:12 +00:00 |
buffercache.hpp
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Implement releaseGLObjects for cached resources
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2017-08-26 19:29:12 +00:00 |
cellborder.cpp
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as it says; revert vismask and uncomplicate openmw
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2020-04-20 20:57:38 +02:00 |
cellborder.hpp
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as it says; revert vismask and uncomplicate openmw
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2020-04-20 20:57:38 +02:00 |
chunkmanager.cpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
chunkmanager.hpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
compositemaprenderer.cpp
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Do not allow different threads to compile the same composite map
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2019-03-21 08:52:13 +04:00 |
compositemaprenderer.hpp
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Remove redundant mCompile set - we do not use data from it anyway
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2019-03-21 08:42:48 +04:00 |
defs.hpp
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Add terrain parallax mapping
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2016-03-22 21:46:15 +01:00 |
material.cpp
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Optimize blendmap generation
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2019-06-01 14:37:29 +04:00 |
material.hpp
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Move forcePPL and clamp to global shader defines (bug #4869)
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2019-03-05 23:36:08 +03:00 |
quadtreenode.cpp
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Fix intersector usage (bug #5283)
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2020-02-10 22:31:20 +04:00 |
quadtreenode.hpp
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Fix intersector usage (bug #5283)
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2020-02-10 22:31:20 +04:00 |
quadtreeworld.cpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
quadtreeworld.hpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
storage.hpp
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Remove unused and unfinished blendmap packing feature
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2019-03-22 22:15:28 +03:00 |
terraindrawable.cpp
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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.
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2020-04-23 11:12:10 +02:00 |
terraindrawable.hpp
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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.
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2020-04-23 11:12:10 +02:00 |
terraingrid.cpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
terraingrid.hpp
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Apply suggestion to components/terrain/terraingrid.hpp
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2020-04-24 06:26:08 +00:00 |
texturemanager.cpp
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Make reportStats const
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2017-03-14 19:27:55 +01:00 |
texturemanager.hpp
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Make reportStats const
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2017-03-14 19:27:55 +01:00 |
viewdata.cpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
viewdata.hpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
world.cpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |
world.hpp
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terrainbased objectpaging
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2020-06-13 00:22:27 +02:00 |