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Remove no longer required use of UnrefQueue as the new resource manager will naturally clear the cache from the worker thread
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35d53acc65
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2c68ed4fb4
@ -218,7 +218,7 @@ namespace MWRender
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Settings::Manager::getBool("auto use terrain normal maps", "Shaders"),
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Settings::Manager::getString("terrain specular map pattern", "Shaders"), Settings::Manager::getBool("auto use terrain specular maps", "Shaders"));
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mTerrain.reset(new Terrain::TerrainGrid(sceneRoot, mResourceSystem, mViewer->getIncrementalCompileOperation(),
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mTerrainStorage, Mask_Terrain, &mResourceSystem->getSceneManager()->getShaderManager(), mUnrefQueue.get()));
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mTerrainStorage, Mask_Terrain, &mResourceSystem->getSceneManager()->getShaderManager()));
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mCamera.reset(new Camera(mViewer->getCamera()));
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@ -5,18 +5,15 @@
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#include <osg/Material>
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#include <osg/Group>
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#include <components/sceneutil/unrefqueue.hpp>
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#include "texturemanager.hpp"
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#include "chunkmanager.hpp"
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namespace Terrain
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{
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TerrainGrid::TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask, Shader::ShaderManager* shaderManager, SceneUtil::UnrefQueue* unrefQueue)
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TerrainGrid::TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask, Shader::ShaderManager* shaderManager)
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: Terrain::World(parent, resourceSystem, ico, storage, nodeMask)
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, mNumSplits(4)
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, mUnrefQueue(unrefQueue)
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, mShaderManager(shaderManager)
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{
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osg::ref_ptr<osg::Material> material (new osg::Material);
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@ -92,9 +89,6 @@ void TerrainGrid::unloadCell(int x, int y)
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osg::ref_ptr<osg::Node> terrainNode = it->second;
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mTerrainRoot->removeChild(terrainNode);
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if (mUnrefQueue.get())
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mUnrefQueue->push(terrainNode);
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mGrid.erase(it);
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}
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@ -7,11 +7,6 @@
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#include "world.hpp"
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namespace SceneUtil
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{
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class UnrefQueue;
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}
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namespace Shader
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{
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class ShaderManager;
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@ -29,7 +24,7 @@ namespace Terrain
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class TerrainGrid : public Terrain::World
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{
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public:
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TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask, Shader::ShaderManager* shaderManager = NULL, SceneUtil::UnrefQueue* unrefQueue = NULL);
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TerrainGrid(osg::Group* parent, Resource::ResourceSystem* resourceSystem, osgUtil::IncrementalCompileOperation* ico, Storage* storage, int nodeMask, Shader::ShaderManager* shaderManager = NULL);
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~TerrainGrid();
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/// Load a terrain cell and store it in cache for later use.
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@ -56,8 +51,6 @@ namespace Terrain
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typedef std::map<std::pair<int, int>, osg::ref_ptr<osg::Node> > Grid;
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Grid mGrid;
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osg::ref_ptr<SceneUtil::UnrefQueue> mUnrefQueue;
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Shader::ShaderManager* mShaderManager;
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};
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