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7 commits

Author SHA1 Message Date
elsid
05b54cbfb8
Cull navmesh objects by scene bounds
If object is too big iteration over all tiles covering it can take too much
time. Limit bounds to a square around a player position to cover only tiles
that will be present in navmesh based on max tiles number option.

Each object is associated with a set of tiles its present in. Culling can
reduce this set but it has to be update when bounds change position. Do this
in TileCachedRecastMeshManager::setBounds updating the set and adding/removing
objects to the corresponding CachedRecastMeshManagers.
2022-02-03 22:09:37 +01:00
elsid
e10bbb9ad7
Shift heightfield and water in navigator tests 2021-12-03 01:16:15 +01:00
elsid
00197e1cd9
Optimize recast mesh size by vertex deduplication 2020-06-16 00:51:36 +02:00
elsid
ef5a5ef43f
Print not matched values with full precision 2020-05-13 18:44:11 +02:00
elsid
2b3bc4fe61
Add detailed output for osg::Vec3f in tests 2019-03-03 13:46:24 +03:00
AnyOldName3
6bbc1cb308
Remove outdated include 2018-10-31 19:32:52 +00:00
elsid
fafba8ea0c
Use recastnavigation to find path 2018-10-13 22:16:25 +03:00