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