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openmw/components/terrain
2020-04-24 06:26:08 +00:00
..
buffercache.cpp Implement releaseGLObjects for cached resources 2017-08-26 19:29:12 +00:00
buffercache.hpp
cellborder.cpp as it says; revert vismask and uncomplicate openmw 2020-04-20 20:57:38 +02:00
cellborder.hpp as it says; revert vismask and uncomplicate openmw 2020-04-20 20:57:38 +02:00
chunkmanager.cpp 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
chunkmanager.hpp Initialize variables to avoid undefined values 2019-11-13 14:47:29 +04:00
compositemaprenderer.cpp
compositemaprenderer.hpp
defs.hpp
material.cpp
material.hpp
quadtreenode.cpp Fix intersector usage (bug #5283) 2020-02-10 22:31:20 +04:00
quadtreenode.hpp Fix intersector usage (bug #5283) 2020-02-10 22:31:20 +04:00
quadtreeworld.cpp make mGrid (and friends) private again, create accessor method to return bool of mGrid.empty() 2020-04-23 17:40:10 +02:00
quadtreeworld.hpp as it says; revert vismask and uncomplicate openmw 2020-04-20 20:57:38 +02:00
storage.hpp
terraindrawable.cpp 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
terraindrawable.hpp 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
terraingrid.cpp waterculling for both terrain 2020-04-23 08:53:21 +02:00
terraingrid.hpp Apply suggestion to components/terrain/terraingrid.hpp 2020-04-24 06:26:08 +00:00
texturemanager.cpp
texturemanager.hpp
viewdata.cpp
viewdata.hpp
world.cpp waterculling for both terrain 2020-04-23 08:53:21 +02:00
world.hpp cleanup and use C++ version of FLT_MAX 2020-04-23 10:10:50 +02:00