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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. |
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| .. | ||
| detournavigator | ||
| esm | ||
| esmloader | ||
| files | ||
| lua | ||
| misc | ||
| mwdialogue | ||
| mwscript | ||
| mwworld | ||
| nifloader | ||
| openmw | ||
| serialization | ||
| settings | ||
| shader | ||
| sqlite3 | ||
| CMakeLists.txt | ||
| openmw_test_suite.cpp | ||