scrawl
e36bdb490e
Add view data structure for efficient collection of LOD nodes to use for a given camera/intersection
2017-03-14 19:27:55 +01:00
scrawl
0efc54c749
Subdivide the composite maps
2017-03-14 19:27:55 +01:00
scrawl
c684860e3b
Change ordering of LocalMap nodes to make sure they are traversed before the CompositeMapRenderer.
2017-03-14 19:27:55 +01:00
scrawl
0756fc4ae6
Optimize getBlendmaps for the general case that most points are within the given cell
2017-03-14 19:27:55 +01:00
scrawl
81c9853fe9
Fix handling in getBlendmaps when the chunk is >1 ESM::Cell
2017-03-14 19:27:55 +01:00
scrawl
b384087e28
Fix handling in fillVertexBuffers when the chunk is >1 ESM::Cell
2017-03-14 19:27:55 +01:00
scrawl
819860081f
Remove custom bounding box
2017-03-14 19:27:55 +01:00
scrawl
ce8c4ad4f5
Add quad tree implementation (no rendering yet)
2017-03-14 19:27:55 +01:00
scrawl
2d549d088e
Get the world size from the ESM::Land store
2017-03-14 19:27:55 +01:00
scrawl
14225a42c6
Remove unused pointer to IncrementalCompileOperation
2017-03-14 19:27:55 +01:00
scrawl
c487df0abb
Move updateTextureFiltering and material into the base class
2017-03-14 19:27:55 +01:00
scrawl
5eff286c71
Use separate node mask and parent for CompositeMapRenderer to allow the loading screen to pre compile composite maps.
2017-03-14 19:27:55 +01:00
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
scrawl
b1d4bb5708
Add CompositeMapRenderer
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Temporarily render all terrain using composite maps for testing purposes
2017-03-14 19:27:55 +01:00
scrawl
e323b2fa7b
Use the SceneManager's ShaderManager
2017-03-14 19:27:55 +01:00
scrawl
0fc465da59
Store the min/max height in LandData
2017-03-14 19:27:55 +01:00
scrawl
051c17a184
Make reportStats const
2017-03-14 19:27:55 +01:00
scrawl
5fb854036d
Use a forward declaration to avoid having to workaround Qt MOC
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Don't think that guard was still needed, but a forward declaration is better anyways.
2017-03-14 19:27:55 +01:00
scrawl
80a0398f9d
Load LandData into the LandObject to avoid threading conflicts when the same data is being loaded by two threads
2017-03-14 19:27:55 +01:00
scrawl
20d30bb8d7
Move mDataLoaded into LandData
2017-03-14 19:27:55 +01:00
scrawl
16b5cadd9e
Fix order of operations w.r.t clearing cache
2017-03-14 19:27:55 +01:00
scrawl
2c68ed4fb4
Remove no longer required use of UnrefQueue as the new resource manager will naturally clear the cache from the worker thread
2017-03-14 19:27:55 +01:00
scrawl
35d53acc65
Factor out terrain chunk loading/caching into a new resource manager
2017-03-14 19:27:55 +01:00
scrawl
274690f790
Refactor BufferCache to allow caching buffers of different sizes
2017-03-14 19:27:55 +01:00
scrawl
9a3a64f0c4
Add resource manager for ESM::Land to allow data to be unloaded when no longer required
2017-03-14 19:27:55 +01:00
scrawl
b898315962
cellpreloader: abort all tasks first before waiting
2017-03-14 19:27:55 +01:00
scrawl
5f76317807
Wait for completion of CreateMapItem on exit to avoid potential threading issue
2017-03-14 19:27:55 +01:00
scrawl
804f873649
terrain: factor out texture caching into a separate class
2017-03-14 19:27:55 +01:00
scrawl
4cd4457d21
Add support for Functors to ObjectCache
2017-03-14 19:27:55 +01:00
scrawl
9d72d9f0c9
Change order of operations in SceneManager::updateCache to allow deleting of StateSets that just got unreferenced by the scene
2017-03-14 19:27:55 +01:00
scrawl
eef63a880a
terrain: use a custom drawable for multi-pass render instead of osgFX::Effect
...
osgFX::Effect is awkward to use because of the lazy-definition of passes, no support for compileGLObjects, useless 'Technique' abstraction and having to define silly methods like 'effectAuthor()'
Handling the multi-pass rendering inside the Drawable also avoids redundant culling tests against the same bounding box for each pass.
2017-03-14 19:27:55 +01:00
scrawl
34130fc5cc
Fix handling in LightListCallback when the node is not a Group
2017-03-14 19:27:55 +01:00
scrawl
b78a9f89af
Refactor LightListCallback to allow for integration in custom Drawables.
2017-03-14 19:27:55 +01:00
scrawl
ccfebdd2c3
Set the underwater fog relative to default view distance
2017-03-14 19:27:44 +01:00
David Cernat
bbedf888b2
[Documentation] Add subreddit link to readme
2017-03-14 14:07:33 +02:00
David Cernat
0c4447dfd0
[Documentation] Update readme and credits
2017-03-14 14:02:05 +02:00
David Cernat
d94850fbdf
Merge pull request #184 from OpenMW/master
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Code style
2017-03-14 13:24:24 +02:00
scrawl
fe439e7bbf
Add missing default material state for character preview
2017-03-14 05:02:31 +01:00
scrawl
37c71c15f2
Remove redundant state
2017-03-14 04:57:36 +01:00
scrawl
4c9bbce1e2
Fix node mask being reset
2017-03-14 01:01:50 +01:00
scrawl
c1fe9f2a89
Avoid warping the mouse cursor more than necessary
...
Apparently, the SDL_WarpMouseInWindow can be very expensive (anywhere from 0.1-5ms) due to XSync() in the implementation.
This was causing no-grab=1 configurations to suffer from terrible stuttering when turning the view.
2017-03-14 00:31:27 +01:00
David Cernat
e0234dc362
Merge pull request #183 from OpenMW/master while resolving conflicts
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# Conflicts:
# .travis.yml
# CMakeLists.txt
2017-03-13 18:20:07 +02:00
MiroslavR
a8517c34eb
Code style
2017-03-13 13:57:05 +01:00
scrawl
a556475fae
Explicitely set the user data type to avoid const/non-const mismatch
2017-03-13 02:48:23 +01:00
scrawl
5de5be77f3
Fix Ptr/ConstPtr userdata mismatch (Bug #3784 )
2017-03-13 02:48:23 +01:00
scrawl
928e2061f7
Remove redundant tolower
2017-03-13 02:48:23 +01:00
scrawl
13a6070629
Remove warning spam in skeleton.cpp
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If the root bone is missing, that is caused by all bones being missing which will have been logged already.
2017-03-13 02:48:22 +01:00
scrawl
e093a30736
Update AUTHORS.md
2017-03-13 02:34:25 +01:00
scrawl
a9b5ea4f8c
Merge pull request #1224 from schwitzerm/master
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fix skill window update
2017-03-13 02:33:21 +01:00
Mitchell Schwitzer
421b92ae05
fix styling & add missing lines regarding max proficency
2017-03-12 17:24:43 -07:00