Commit Graph

387 Commits (6090bfcdab36c7fd4a008c463782c11a10fedafb)

Author SHA1 Message Date
Alexei Kotov 4f521a94d7 Allow opting out of water culling (#7318) 2 months ago
Evil Eye 772a0b3711 Merge branch 'vfs_normalized_path_14' into 'master'
Use normalized path in multiple places (#8138)

See merge request OpenMW/openmw!4383
3 months ago
elsid cd6e49796e
Properly initialize local static pointers and collections
Static variables should be initalized once instead of initializing them with
nullptr and then doing actual initialization behind if condition. Otherwise a
race condition may happen leading to undefined behaviour.
3 months ago
elsid 28faae69b0
Use normalized path in TextureManager 3 months ago
elsid 1fd6ac6438
Use normalized path in ImageManager 3 months ago
elsid 491a59b035
Remove unused getActiveGrid function 8 months ago
elsid 01166b1f26
Split ESM headers 8 months ago
Alexei Kotov 443e341ae7 Generalize unsized pixel format computation 9 months ago
Alexei Kotov 3c0c1717a9 Fix red-green normal map handling for terrain 9 months ago
elsid 215404e126
Report more stats from caches 9 months ago
Alexei Kotov ffa52dfe7c Don't use height cull callback when there's no terrain 12 months ago
alekulyn f71862fb76 Remove unnecessary code 1 year ago
alekulyn 310b8206dd Fix #7696 1 year ago
Evil Eye e51d1967f4 Base cell size on worldspace 1 year ago
Evil Eye 1e06d74f82 Fix #7621 1 year ago
elsid 053a3caf7b
Pass cache expiry delay to GenericResourceManager constructor 1 year ago
elsid d3dca99a76
Preload terrain in single pass
Otherwise there is lodFlags mismatch because some of the neighbours are removed
during preloading. This makes rendering culling create land chunk nodes again
for the same position, lod because lodFlags are different.
1 year ago
elsid 6d120f92e0
Lookup for terrain template using std::map::lower_bound instead of linear search 1 year ago
elsid c10f28a413
Pass references to fillVertexBuffers instead of osg::ref_ptr 1 year ago
psi29a 2686e586e5 Merge branch 'dev-7019' into 'master'
Fix improper access of stereo manager by other shared components

See merge request OpenMW/openmw!2437
2 years ago
fteppe 22dc383f63 fixes errors and warnings
Applies review comments

getWorldspaceTerrain => returns a reference because never null
crashfix in navigator
updateLandPositions fixes naming of it
const ESM4::Land* MWWorld::Store<ESM4::Land>::search(ESM::ExteriorCellLocation cellLocation) const removes useless else
ExteriorCellLocation uses default initializers
get terrain height returns -MAX_FLOAT when there is no esm4 terrain.

applied review comments

use default initlializer when possible
factorise code
uses pattern matching in for loop.
2 years ago
florent.teppe a9e0489867 fixes stutters => bugs in the way cells were updated. 2 years ago
florent.teppe 0e4d21a40c takes the right terrain bounds. 2 years ago
florent.teppe 7bc4fc6bf9 Fix issues on terrain change
terrain Preloader now preloads the right terrain
2 years ago
florent.teppe feb60f5ad8 One landsize variable instead of two.
fixes issues in constant values.
2 years ago
florent.teppe d0211acf9e Fixes bug in terrain loading + collision heightmap works
although terrain rendering is 100% broken right now
2 years ago
florent.teppe c35c7b3640 ESM4::Land loaded, added to store and to land objects
it does not work yet. Some things are displayed, but it looks all wrong.
2 years 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
jvoisin c7a3f43915 Minor header cleanup
This has been done via CLion's "unused include directive",
set to "detect completely unused".
2 years ago
Mads Buvik Sandvei fe066069d7 /components/ code should not access the stereo manager without checking whether or not stereo is enabled first. Stereo component code should not read settings itself, but rather take settings as parameters. 2 years ago
Cody Glassman ac4787aeec shade refactor 2 years ago
Alexei Kotov 0ba179c332 Discard terrain base layer alpha in non-shader rendering path (bug #6657) 2 years ago
glassmancody.info e778ffee9b po2 scaling for average luminance 2 years ago
elsid 843753da14
Remove unused includes 2 years ago
psi29a 66e14fa3bd Merge branch 'fix_extra_semi_warning' into 'master'
Fix and prevent -Wextra-semi warning

See merge request OpenMW/openmw!2455
2 years ago
elsid 063fff7fa4
Fix and prevent -Wextra-semi warning 2 years ago
elsid 6b8ed4c64f
Use sorted vector for ViewData::contains implementation 2 years ago
clang-format-bot ddb0522bbf
Apply clang-format to code base 2 years ago
elsid cc8c7002ea
Cleanup components includes 2 years ago
Andrei Kortunov de58c9dff3 Get rid of obsolete osg::Geode where it is possible 2 years ago
ζeh Matt c5d85c1854
Revert removal of <atomic> 2 years ago
ζeh Matt ddf43ec42f
Move structs into separate headers, cleanup includes, cleanup forwarders 2 years ago
elsid bef15edf0b
Remove redundant ostream, istream, iostream and sstream includes
* Replace by std::to_string and operator+ where possible.
* Move the code requiring to include <sstream> from .hpp to .cpp files.
3 years ago
Evil Eye a95b6e050a Replace new with make_unique in components 3 years ago
cody glassman 04843fed6d moddable post-processing pipeline 3 years ago
madsbuvi dd5901d351 Initial commit
Multiview shaders.

Refactor Frustum management

Rewrite shared shadow map

cull mask should respect stereo

Stereo savegame screencap

LocalMap refactoring

use the vertex buffer hint instead of the display list patch to enable/disable display lists

Character preview fixes
3 years ago
Bret Curtis 74e7cfc023 remove unused includes: part1
remove unused imports: part2

revert one tidy we will keep for c++20
3 years ago
Bret Curtis a126e29a19 relative to absolute path 3 years ago
Bret Curtis d1fb854521 move most of the files from esm to esm3, keep common code in esm; this is make space for a future with esm4
esm typo

esm typo
3 years ago