Waiting for textures to load before rendering

This commit is contained in:
dexy
2019-01-09 16:55:11 +11:00
Unverified
parent 55ae14f1b0
commit dd3b8bdab4
4 changed files with 27 additions and 34 deletions
+21 -29
View File
@@ -1585,10 +1585,6 @@ namespace CodeWalker.Rendering
if (renderentities)
{
//go through the render list, and try ensure renderables and textures for all.
//if an entity is not fully loaded, set a flag for its parent, then traverse to root
//until found an entity that is fully loaded.
//on a second loop, build a final render list based on the flags.
for (int i = 0; i < renderworldentities.Count; i++)
{
var ent = renderworldentities[i];
@@ -2741,7 +2737,7 @@ namespace CodeWalker.Rendering
//bool alltexsloaded = true;
bool alltexsloaded = true;
for (int mi = 0; mi < rndbl.AllModels.Length; mi++)
@@ -2774,7 +2770,7 @@ namespace CodeWalker.Rendering
if (dtex == null) //else //if (texDict != 0)
{
var waitingforload = false;
bool waitingforload = false;
if (rndbl.SDtxds != null)
{
//check the SD texture hierarchy
@@ -2792,16 +2788,32 @@ namespace CodeWalker.Rendering
}
if (dtex != null) break;
}
if (waitingforload)
{
alltexsloaded = false;
}
}
if ((dtex == null) && (!waitingforload))
{
//not present in dictionary... check already loaded texture dicts... (maybe resident?)
var ytd2 = gameFileCache.TryGetTextureDictForTexture(tex.NameHash);
if ((ytd2 != null) && (ytd2.Loaded) && (ytd2.TextureDict != null))
if (ytd2 != null)
{
dtex = ytd2.TextureDict.Lookup(tex.NameHash);
if (ytd2.Loaded)
{
if (ytd2.TextureDict != null)
{
dtex = ytd2.TextureDict.Lookup(tex.NameHash);
}
}
else
{
alltexsloaded = false;
}
}
//else { } //couldn't find texture dict?
if ((dtex == null) && (ytd2 == null))// rndbl.SDtxds.Length == 0)//texture not found..
@@ -2879,28 +2891,8 @@ namespace CodeWalker.Rendering
}
}
//if (rndbl.SDtxds != null)
//{
// for (int i = 0; i < rndbl.SDtxds.Length; i++)
// {
// if (!rndbl.SDtxds[i].Loaded)
// {
// alltexsloaded = false;
// }
// }
//}
//if (rndbl.HDtxds != null)
//{
// for (int i = 0; i < rndbl.HDtxds.Length; i++)
// {
// if (!rndbl.HDtxds[i].Loaded)
// {
// rndbl.AllTexturesLoaded = false;
// }
// }
//}
rndbl.AllTexturesLoaded = true;// alltexsloaded;// || (missingtexcount < 2);
rndbl.AllTexturesLoaded = alltexsloaded;
return rndbl;