Commit Graph

59 Commits (master)

Author SHA1 Message Date
Alexei Kotov 4f521a94d7 Allow opting out of water culling (#7318) 2 months ago
Alexei Kotov ffa52dfe7c Don't use height cull callback when there's no terrain 11 months ago
elsid 053a3caf7b
Pass cache expiry delay to GenericResourceManager constructor 1 year ago
florent.teppe 1b718f09c5 adding worldspace info to terrain data structures
Rendering manager can have multiple terrain, one for each queried worldspace
Terrain::World has a worldspace member
storage functions require a worldspace parameter.
2 years ago
florent.teppe 93e7b0d946 Terrain has a mandatory worldspace in constructor
getTerrainHeightAt takes a worldspace.

Doesn't change anything for now => Therrain is created with the default ESM3 worldspace, and is never changed.
2 years ago
clang-format-bot ddb0522bbf
Apply clang-format to code base 2 years ago
ζeh Matt ddf43ec42f
Move structs into separate headers, cleanup includes, cleanup forwarders 2 years ago
Evil Eye a95b6e050a Replace new with make_unique in components 3 years ago
Bo Svensson a854a6e04a
removes UnrefQueue (#3181)
Currently, we use an `UnrefQueue` which supposedly aims to transfer destruction costs to another thread. The implications of this unusual pattern can not be well understood because some allocators might free resources more efficiently if they are freed by the same thread that allocated them. In addition, `UnrefQueue` complicates the validation of thread safety in our engine. Lastly, our current usage of `UnrefQueue` triggers `ref()`, `unref()` atomic operations as objects are passed into the queue. These operations could be more expensive than the actual destruction.

With this PR we thus remove `UnrefQueue`. We can expect these changes to have a minor impact at most because we free most resources elsewhere in `ResourceSystem::updateCache`.
3 years ago
glassmancody.info cad0b151cb enable shaders path and dehardcode depth formats 3 years ago
Andrei Kortunov 2d869ca9ff Fix node masks signed/unsigned mismatch 4 years ago
Andrei Kortunov 14cf0ce1dc Implement instanced groundcover 4 years ago
bzzt lost a hitlab login da92ad329b move renderbin
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt lost a hitlab login 1f891ca46d billboarding support for tree mods
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt d684f1a78f terrainbased objectpaging
Signed-off-by: Bret Curtis <psi29a@gmail.com>
5 years ago
bzzt ed20d869b4 waterculling for both terrain 5 years ago
Bret Curtis 8a8107e837 as it says; revert vismask and uncomplicate openmw 5 years ago
Andrei Kortunov 84979fa8b7 Move VisMask to components 5 years ago
bzzt aa5a071aef Delete composite map layers in the background thread 6 years ago
bzzt 5bce3cbc68 Don't use MWRender namespace in common terrain components 6 years ago
Miloslav Číž ab8de9fa14 Set node mask to cell borders 7 years ago
Miloslav Číž 414e6caafe Make tb work with distant terrain 7 years ago
Miloslav Číž f18d57429e Move cell border management to World 7 years ago
Miloslav Číž 1b8d500c07 Make tb command work again 7 years ago
Miloslav Číž c3d7ee5a9e Resolve merge conflicts 7 years ago
Miloslav Číž db8aaa74d6 Start cell border debug drawing 7 years ago
scrawl 123f7b83d5
Make the CompositeMapRenderer use available time and add related setting 7 years ago
Kyle Cooley 2abf7f1752 Remove unnecessary cache dump 7 years ago
Kyle Cooley 2eacc2f093 Changes to land creation, add ability to specifically clear terrain cache 7 years ago
scrawl 6ccb6009ee Use the View-based preloading for TerrainGrid as well 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 ce8c4ad4f5 Add quad tree implementation (no rendering yet) 8 years ago
scrawl 14225a42c6 Remove unused pointer to IncrementalCompileOperation 8 years ago
scrawl c487df0abb Move updateTextureFiltering and material into the base class 8 years ago
scrawl 5eff286c71 Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps. 8 years ago
scrawl b1d4bb5708 Add CompositeMapRenderer
Temporarily render all terrain using composite maps for testing purposes
8 years ago
scrawl 16b5cadd9e Fix order of operations w.r.t clearing cache 8 years ago
scrawl 35d53acc65 Factor out terrain chunk loading/caching into a new resource manager 8 years ago
scrawl 804f873649 terrain: factor out texture caching into a separate class 8 years ago
scrawl c5f8ff6e0e Add names to several nodes for debugging purposes 8 years ago
scrawl 0865cea211 Preload terrain 9 years ago
scrawl 98571148b0 Remove custom license for terrain code
Now that it's no longer a stand-alone component, there's not much point in custom licensing it.
10 years ago
scrawl cdd0623009 Terrain rendering 10 years ago
Rohit Nirmal 997347b01e Silence -Wreorder warnings. 10 years ago
jacmoe ee574e08ef MIT License header added to all terrain component files. 10 years ago
scrawl 7252cb63a6 Fix cppcheck issues 10 years ago
scrawl e25fa6c157 Refactor non-distant land terrain path to a grid based implementation (Fixes #1562) 11 years ago
scrawl 6f7fbc867f Fix several leaks 11 years ago
scrawl 1d926816b5 Terrain: background load blendmaps & layer textures. Refactor QuadTree update. 11 years ago