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@ -425,13 +425,10 @@ namespace MWRender
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// It is unnecessary to stop/start the viewer as no frames are being rendered yet.
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// It is unnecessary to stop/start the viewer as no frames are being rendered yet.
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mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(globalDefines);
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mResourceSystem->getSceneManager()->getShaderManager().setGlobalDefines(globalDefines);
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mNavMesh = std::make_unique<NavMesh>(mRootNode, mWorkQueue,
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mNavMesh = std::make_unique<NavMesh>(mRootNode, mWorkQueue, Settings::navigator().mEnableNavMeshRender,
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Settings::Manager::getBool("enable nav mesh render", "Navigator"),
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Settings::navigator().mNavMeshRenderMode);
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Settings::navigator().mNavMeshRenderMode);
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mActorsPaths = std::make_unique<ActorsPaths>(
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mActorsPaths = std::make_unique<ActorsPaths>(mRootNode, Settings::navigator().mEnableAgentsPathsRender);
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mRootNode, Settings::Manager::getBool("enable agents paths render", "Navigator"));
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mRecastMesh = std::make_unique<RecastMesh>(mRootNode, Settings::navigator().mEnableRecastMeshRender);
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mRecastMesh = std::make_unique<RecastMesh>(
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mRootNode, Settings::Manager::getBool("enable recast mesh render", "Navigator"));
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mPathgrid = std::make_unique<Pathgrid>(mRootNode);
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mPathgrid = std::make_unique<Pathgrid>(mRootNode);
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mObjects = std::make_unique<Objects>(mResourceSystem, sceneRoot, unrefQueue);
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mObjects = std::make_unique<Objects>(mResourceSystem, sceneRoot, unrefQueue);
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