bzzt
391f6faffb
Remove unused defaultViewer / defaultViewPoint
2019-04-07 11:21:09 +04:00
bzzt
e908790584
Inherit the view point from main camera for water RTT cameras
2019-04-07 11:21:07 +04:00
Andrei Kortunov
489e5c6cce
Store preloaded terrain view in the main thread
2019-04-07 11:15:21 +04:00
bzzt
63ab7345be
Reuse traversal result for different traversal with same view point
...
Rename eyePoint to viewPoint to match OSG conventions (eyePoint is the camera position, viewPoint is for LOD handling)
2019-04-07 11:14:37 +04:00
bzzt
c8d2107b80
Do not store Viewer reference in the ViewData
2019-03-28 09:51:45 +04:00
Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
scrawl
3e03a0d7bd
Terrain: remove ref argument that is now always true
2017-07-19 16:24:35 +02:00
scrawl
ac78d01b2b
Terrain: use the main camera's viewpoint for intersection tests
...
Fixes lag spikes caused by intersection tests loading/unloading terrain pages.
2017-07-19 13:11:44 +02:00
scrawl
3c29e2dbeb
Refactor ownership of terrain views
2017-03-14 19:27:56 +01:00
scrawl
4baa795152
Add preloading implementation to QuadTreeWorld
2017-03-14 19:27:56 +01:00
scrawl
9db71e3f62
Recompute the LOD stitching when the view changes
2017-03-14 19:27:56 +01:00
scrawl
ef704db877
Fix reset of changed flag
2017-03-14 19:27:56 +01:00
scrawl
bb991850da
Add LOD stitches
2017-03-14 19:27:56 +01:00
scrawl
6bd286d924
Fix unnecessary resizing in ViewData
2017-03-14 19:27:56 +01:00
scrawl
8c151364df
Add special handling for CullVisitor to QuadTreeWorld.
...
- Cull only against bounding box, not bounding sphere, as this appears to perform better.
- Also traverse into non visible nodes to compute their LOD, this is to avoid nodes having to be loaded in when the player turns the view around, and will avoid unnecessary refs/unrefs of rendering data in the View. This should probably be turned off at some point for static cameras, such as the local maps.
2017-03-14 19:27:56 +01:00
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