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This is a preliminary step to putting all the textures in a big array on the GPU so they don't have to be bound repeatedly during rendering. That should improve performance, and it should also make it easier to implement draw indirect earlier.
if(chunkFileEntry.Parentis not DirectoryEntryparent)
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{
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Log.Error($"Passed chunk file entry with no parent directory into TryLoadTextureFromTgaName(). This should never happen. Chunks should always be in a vpp_pc or str2_pc.");
Copy file name to clipboardExpand all lines: Nanoforge/Rfg/Territory.cs
+10-14Lines changed: 10 additions & 14 deletions
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@@ -37,14 +37,13 @@ public bool Load(Renderer renderer, Scene scene)
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//TODO: Maybe make a wrapper class for command pools / command buffers that knows which pool and queue it belongs to so less params need to get passed around.
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//TODO: Maybe even have a separate "ThreadRenderContext" that gets passed around
@@ -182,7 +181,7 @@ public bool Load(Renderer renderer, Scene scene)
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{
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//RenderChunk only works with chunks with destroyables currently. So in this case we render the chunk as a normal mesh
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Log.Warning($"Mover ({mover.UID}, {mover.Handle}, {mover.Num}) has a chunk no destroyables ({mover.ChunkData.Name}). Rendering as simple render object.");
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