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									 Bret Curtis | 9fabf99250 | remove mDebugChunks from chunkManager | 2021-09-27 21:38:12 +02:00 |  | 
				
					
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									 Bo Svensson | 01cc61087b | improves paging preloader (#3126) * Return check for distance when we try to reuse data
* [ci skip]
* [ci skip]
* [ci skip]
* [ci skip]
* [ci skip]
* cellpreloader.cpp
* [ci skip]
* [ci skip]
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* [ci skip]
* [ci skip]
* quadtreeworld.cpp
* chunkmanager.cpp
* chunkmanager.cpp
* cellpreloader.cpp
* jvoisin
* whitespace
* whitespace | 2021-09-27 21:32:18 +02:00 |  | 
				
					
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									 Bo Svensson | 3f68ddd8f4 | alternate debug chunks (#3127) * quadtreeworld.cpp
* chunkmanager.cpp
* chunkmanager.hpp
* quadtreeworld.hpp
* chunkmanager.cpp
* quadtreeworld.cpp
* quadtreeworld.cpp
* quadtreeworld.cpp [ci skip]
* quadtreeworld.hpp
* quadtreeworld.cpp
* quadtreeworld.cpp
* quadtreeworld.cpp
* chunkmanager.cpp
* chunkmanager.cpp | 2021-09-27 21:25:39 +02:00 |  | 
				
					
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									 Cédric Mocquillon | d7352ded36 | Add configurable color and offset | 2021-09-11 21:53:05 +02:00 |  | 
				
					
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									 Cédric Mocquillon | 4b7d0bba53 | Avoid adding redundant osg;;Group in non debug mode | 2021-09-11 21:53:04 +02:00 |  | 
				
					
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									 Cédric Mocquillon | 98a0819d52 | Debug terrain chunks | 2021-09-11 21:53:04 +02:00 |  | 
				
					
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									 Bo Svensson | ac72f3d636 | reduces virtual function calls in a hotspot of cache retrieval (#3100) * chunkmanager.cpp static_cast [ci skip]
* groundcover.cpp static_cast [ci skip]
* Update objectpaging.cpp
objectpaging.cpp static_cast [ci skip] | 2021-09-10 17:58:57 +02:00 |  | 
				
					
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									 Andrei Kortunov | 14cf0ce1dc | Implement instanced groundcover | 2021-01-26 22:29:41 +04:00 |  | 
				
					
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									 AnyOldName3 | eb80c997b8 | Avoid OSG setting array binding from multiple threads | 2021-01-22 19:44:22 +00:00 |  | 
				
					
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									 Andrei Kortunov | 065ed5138e | Use emplace_back instead of push_back | 2020-10-18 10:27:35 +04:00 |  | 
				
					
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									 Andrei Kortunov | 808c905e1f | Initialize fields to avoid undefined behaviour | 2020-06-18 14:50:06 +04:00 |  | 
				
					
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									 bzzt lost a hitlab login | da92ad329b | move renderbin Signed-off-by: Bret Curtis <psi29a@gmail.com> | 2020-06-13 00:22:28 +02:00 |  | 
				
					
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									 bzzt lost a hitlab login | ce505a9bb3 | crashfix + optimiziation Signed-off-by: Bret Curtis <psi29a@gmail.com> | 2020-06-13 00:22:27 +02:00 |  | 
				
					
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									 bzzt | d684f1a78f | terrainbased objectpaging Signed-off-by: Bret Curtis <psi29a@gmail.com> | 2020-06-13 00:22:27 +02:00 |  | 
				
					
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									 Bret Curtis | 48713915cb | 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 |  | 
				
					
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									 bzzt | 480302d634 | terrainclusterculling | 2019-11-20 13:37:00 +00:00 |  | 
				
					
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									 bzzt | a730365ea1 | Creanup Distant Terrain code - Cull terrain in the stock osg::CullVisitor
- Do not compile composite maps for shadow camera
- Do not abuse userdata for composite maps | 2019-06-05 19:09:57 +04:00 |  | 
				
					
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									 Bret Curtis | 1e9eac568f | Merge pull request #2249 from akortunov/cache Implement generic caching system | 2019-03-25 13:32:23 +01:00 |  | 
				
					
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									 Capostrophic | 786f3e5fc3 | Remove unused and unfinished blendmap packing feature | 2019-03-22 22:15:28 +03:00 |  | 
				
					
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									 Bret Curtis | d56733149c | Merge pull request #2201 from akortunov/optimize_terrain Optimize terrain | 2019-03-18 08:59:10 +01:00 |  | 
				
					
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									 bzzt | 36fa51b6ad | Fix bounding box calculation for terrain shapes | 2019-03-18 10:27:09 +04:00 |  | 
				
					
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									 bzzt | e131e6699c | Match vertex colors data type to source | 2019-03-17 07:24:22 +03:00 |  | 
				
					
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									 Andrei Kortunov | 2ed05a5195 | Implement generic caching system | 2019-03-14 09:10:19 +04:00 |  | 
				
					
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									 Capostrophic | 0cdc46dfd6 | Move forcePPL and clamp to global shader defines (bug #4869) | 2019-03-05 23:36:08 +03:00 |  | 
				
					
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									 Andrei Kortunov | 56fea4b062 | Add setting to control composite geometry size | 2019-03-01 18:02:40 +04:00 |  | 
				
					
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									 bzzt | fd94d7f7ff | Make Distant Terrain more configurable (feature #4890) | 2019-03-01 14:51:13 +04:00 |  | 
				
					
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									 Andrei Kortunov | e06f0b797a | Replace all NULLs to nullptr | 2018-10-09 10:21:12 +04:00 |  | 
				
					
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									 scrawl | 4fba157d3b | Implement releaseGLObjects for cached resources | 2017-08-26 19:29:12 +00:00 |  | 
				
					
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									 Kyle Cooley | 3b9326d238 | Clear terrain cache and reload terrain | 2017-08-20 22:34:41 -04:00 |  | 
				
					
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									 scrawl | 088d5604bf | Use a shader if required to display the composite map Fixes composited terrain not respecting the 'clamp lighting' setting. | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | 5044816770 | Remove unused code | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | b66c2abfe3 | Build the bounding sphere in the loading thread (only relevant for TerrainGrid) | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | 9e9c028f1d | Skip light collection for far away terrain | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | 0782839a42 | Avoid redundant culling tests on the transform/drawable | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | 9eed7fa6f5 | Fix composite map when force shaders is enabled | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | 683e625c6c | Rewrite CompositeMapRenderer to be based on Drawable and share the FBO | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | 5a3c645c89 | Enable lazy compiling of composite maps | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | bb991850da | Add LOD stitches | 2017-03-14 19:27:56 +01:00 |  | 
				
					
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									 scrawl | 0efc54c749 | Subdivide the composite maps | 2017-03-14 19:27:55 +01:00 |  | 
				
					
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									 scrawl | 819860081f | Remove custom bounding box | 2017-03-14 19:27:55 +01:00 |  | 
				
					
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									 scrawl | 7e4450da55 | Change the renderOrder of composite maps to ensure they are updated before water reflections or other cameras that may be using it. | 2017-03-14 19:27:55 +01:00 |  | 
				
					
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									 scrawl | b1d4bb5708 | Add CompositeMapRenderer Temporarily render all terrain using composite maps for testing purposes | 2017-03-14 19:27:55 +01:00 |  | 
				
					
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									 scrawl | e323b2fa7b | Use the SceneManager's ShaderManager | 2017-03-14 19:27:55 +01:00 |  | 
				
					
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									 scrawl | 051c17a184 | Make reportStats const | 2017-03-14 19:27:55 +01:00 |  | 
				
					
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									 scrawl | 35d53acc65 | Factor out terrain chunk loading/caching into a new resource manager | 2017-03-14 19:27:55 +01:00 |  |