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synced 2025-01-01 03:21:41 +00:00
add sfc setting, only add to subgraph when enabled
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@ -31,6 +31,7 @@
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Bug #7054: Quests aren't sorted by name
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Bug #7084: Resurrecting an actor doesn't take into account base record changes
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Bug #7088: Deleting last save game of last character doesn't clear character name/details
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Feature #5492: Let rain and snow collide with statics
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Feature #6447: Add LOD support to Object Paging
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Feature #6933: Support high-resolution cursor textures
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Feature #6945: Support S3TC-compressed and BGR/BGRA NiPixelData
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@ -220,7 +221,6 @@
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Feature #5198: Implement "Magic effect expired" event
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Feature #5454: Clear active spells from actor when he disappears from scene
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Feature #5489: MCP: Telekinesis fix for activators
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Feature #5492: Let rain and snow collide with statics
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Feature #5701: Convert osgAnimation::RigGeometry to double-buffered custom version
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Feature #5737: OpenMW-CS: Handle instance move from one cell to another
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Feature #5928: Allow Glow in the Dahrk to be disabled
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@ -113,6 +113,8 @@ namespace MWRender
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mCamera->setViewport(0, 0, rttSize, rttSize);
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mCamera->attach(osg::Camera::DEPTH_BUFFER, mDepthTexture);
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mCamera->addChild(mSceneNode);
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mCamera->setSmallFeatureCullingPixelSize(
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Settings::Manager::getFloat("weather particle occlusion small feature culling pixel size", "Shaders"));
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SceneUtil::setCameraClearDepth(mCamera);
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}
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@ -291,6 +291,7 @@ namespace MWRender
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mRootNode->addChild(mEarlyRenderBinRoot);
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mUnderwaterSwitch = new UnderwaterSwitchCallback(skyroot);
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mPrecipitationOcclusion = Settings::Manager::getBool("weather particle occlusion", "Shaders");
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mPrecipitationOccluder = std::make_unique<PrecipitationOccluder>(skyroot, parentNode, rootNode, camera);
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}
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@ -468,7 +469,8 @@ namespace MWRender
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mSceneManager->recreateShaders(mRainNode);
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mRootNode->addChild(mRainNode);
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mPrecipitationOccluder->enable();
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if (mPrecipitationOcclusion)
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mPrecipitationOccluder->enable();
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}
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void SkyManager::destroyRain()
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@ -727,7 +729,7 @@ namespace MWRender
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mSceneManager->recreateShaders(mParticleNode);
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if (mCurrentParticleEffect == "meshes\\snow.nif")
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if (mPrecipitationOcclusion && mCurrentParticleEffect == "meshes\\snow.nif")
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{
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mPrecipitationOccluder->enable();
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mPrecipitationOccluder->updateRange(defaultWrapRange);
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@ -151,6 +151,7 @@ namespace MWRender
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osg::ref_ptr<RainCounter> mCounter;
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osg::ref_ptr<RainShooter> mRainShooter;
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bool mPrecipitationOcclusion = false;
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std::unique_ptr<PrecipitationOccluder> mPrecipitationOccluder;
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bool mCreated;
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@ -502,6 +502,8 @@ soft particles = false
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# Rain and snow particle occlusion
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weather particle occlusion = false
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weather particle occlusion small feature culling pixel size = 4.0
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[Input]
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# Capture control of the cursor prevent movement outside the window.
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