Fix a bug in the roof transformation that meant the
roof ridges were not sized correctly. Also change
the texture "unit" width for small buildings from 6m
to 5m following discussions with Rick Gruber-Riemer.
Now we no longer list OpenAL a s apublic dependency of SimGear, we
need to explicitly link the tests against OpenAL, since they use it
directly, in all cases.
Previously the width was set as the x-axis and
depth for the y-axis when passed through to the
shader. This was incorrect, as the x-axis is actually
the depth of the building.
Previously there was very limited texture variations
as a given texture index was used for both the wall
and ceiling. Now these can be specified separately,
allowing for more variation in both STG defined and
random buildings.
Replace existing random buildings implementation with one using
proper instancing. This allows better control of the buildings
themselves and allows BUILDING_LIST STG verb to specify
individual building dimensions. See README.scenery for details.
The updateInterval argument is used a lot less than the dependency list, so
these have been swapped. That simplifies the registration code in the subsystem
implementations as the updateInterval default of 0.0 no longer need to be
supplied.
This is a partial reversion of c1dd8faa29 and a
complete reversion of caea68007e and
846f024e91. These changes are incompatible with
the subsystem class IDs.
This is a clean up commit prior to the subsystem API standardisation to simplify
the diffs. It includes all SGSubsystem and SGSubsystemGroup derived classes.
This uses an SGThreadExclusive controlled by Emesary notifications that are received from the main loop.
When active at the end of a frame the garbage collection thread will be released; if it is already running this will do nothing. Optionally at the start of the mainloop we can wait for the previous GC to finish.
The actions of the background GC is controlled by notifications - again received from the main loop which in turn uses properties.
I initially thought that the wait at the start of the frame would be necessary; however in 100 or so hours of flight without the await for completion at the start of frame no threading problems (or any other problems) were shown; so nasal-gc-threaded-wait is defaulted to false which gives a slight boost in performance.
So what this does is to it removes the GC pause of 10-20ms every 4 seconds (test using the F-15). This change doesn't really give much extra performance per frame because normally GC is only performed when needed.
An exclusive thread is one that is suited to being used where the thread needs to be activated at a certain point, and also that the code activating the thread may also need to wait for thread completion.
Example of this is the new background garbage collection for Nasal. The thread will be activated at the end of the frame processing and at the start of the next frame the thread can be awaited - thus allowing the thread to work in parallel with the rendering.
rework to measure the required length (vsnsprintf does this with a size of zero and a nullptr as the first parameters) - and then just alloc the required space. Should be more efficient than the looping version.
- Added light definitions to the model XML files. This is not compatible with Rembrandt.
- Added depth slicing.
- Added threading support. For now it's faster to run everything on the main thread since there aren't many lights.