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Waiting for textures to load before rendering
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55ae14f1b0
commit
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@ -92,7 +92,7 @@
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<value>True</value>
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</setting>
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<setting name="WaitForChildren" serializeAs="String">
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<value>False</value>
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<value>True</value>
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</setting>
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<setting name="CacheSize" serializeAs="String">
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<value>2147483648</value>
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@ -153,7 +153,8 @@
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</setting>
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<setting name="KeyBindings" serializeAs="Xml">
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<value>
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<ArrayOfString xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema">
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<ArrayOfString xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
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xmlns:xsd="http://www.w3.org/2001/XMLSchema">
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<string>Move Forwards: W</string>
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<string>Move Backwards: S</string>
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<string>Move Left: A</string>
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4
Properties/Settings.Designer.cs
generated
4
Properties/Settings.Designer.cs
generated
@ -12,7 +12,7 @@ namespace CodeWalker.Properties {
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[global::System.Runtime.CompilerServices.CompilerGeneratedAttribute()]
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "15.5.0.0")]
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[global::System.CodeDom.Compiler.GeneratedCodeAttribute("Microsoft.VisualStudio.Editors.SettingsDesigner.SettingsSingleFileGenerator", "15.9.0.0")]
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internal sealed partial class Settings : global::System.Configuration.ApplicationSettingsBase {
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private static Settings defaultInstance = ((Settings)(global::System.Configuration.ApplicationSettingsBase.Synchronized(new Settings())));
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@ -349,7 +349,7 @@ namespace CodeWalker.Properties {
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[global::System.Configuration.UserScopedSettingAttribute()]
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[global::System.Diagnostics.DebuggerNonUserCodeAttribute()]
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[global::System.Configuration.DefaultSettingValueAttribute("False")]
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[global::System.Configuration.DefaultSettingValueAttribute("True")]
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public bool WaitForChildren {
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get {
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return ((bool)(this["WaitForChildren"]));
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@ -84,7 +84,7 @@
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<Value Profile="(Default)">True</Value>
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</Setting>
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<Setting Name="WaitForChildren" Type="System.Boolean" Scope="User">
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<Value Profile="(Default)">False</Value>
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<Value Profile="(Default)">True</Value>
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</Setting>
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<Setting Name="CacheSize" Type="System.Int64" Scope="User">
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<Value Profile="(Default)">2147483648</Value>
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@ -1585,10 +1585,6 @@ namespace CodeWalker.Rendering
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if (renderentities)
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{
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//go through the render list, and try ensure renderables and textures for all.
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//if an entity is not fully loaded, set a flag for its parent, then traverse to root
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//until found an entity that is fully loaded.
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//on a second loop, build a final render list based on the flags.
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for (int i = 0; i < renderworldentities.Count; i++)
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{
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var ent = renderworldentities[i];
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@ -2741,7 +2737,7 @@ namespace CodeWalker.Rendering
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//bool alltexsloaded = true;
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bool alltexsloaded = true;
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for (int mi = 0; mi < rndbl.AllModels.Length; mi++)
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@ -2774,7 +2770,7 @@ namespace CodeWalker.Rendering
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if (dtex == null) //else //if (texDict != 0)
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{
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var waitingforload = false;
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bool waitingforload = false;
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if (rndbl.SDtxds != null)
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{
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//check the SD texture hierarchy
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@ -2792,16 +2788,32 @@ namespace CodeWalker.Rendering
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}
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if (dtex != null) break;
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}
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if (waitingforload)
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{
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alltexsloaded = false;
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}
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}
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if ((dtex == null) && (!waitingforload))
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{
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//not present in dictionary... check already loaded texture dicts... (maybe resident?)
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var ytd2 = gameFileCache.TryGetTextureDictForTexture(tex.NameHash);
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if ((ytd2 != null) && (ytd2.Loaded) && (ytd2.TextureDict != null))
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if (ytd2 != null)
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{
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dtex = ytd2.TextureDict.Lookup(tex.NameHash);
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if (ytd2.Loaded)
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{
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if (ytd2.TextureDict != null)
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{
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dtex = ytd2.TextureDict.Lookup(tex.NameHash);
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}
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}
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else
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{
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alltexsloaded = false;
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}
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}
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//else { } //couldn't find texture dict?
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if ((dtex == null) && (ytd2 == null))// rndbl.SDtxds.Length == 0)//texture not found..
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@ -2879,28 +2891,8 @@ namespace CodeWalker.Rendering
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}
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}
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//if (rndbl.SDtxds != null)
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//{
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// for (int i = 0; i < rndbl.SDtxds.Length; i++)
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// {
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// if (!rndbl.SDtxds[i].Loaded)
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// {
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// alltexsloaded = false;
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// }
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// }
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//}
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//if (rndbl.HDtxds != null)
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//{
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// for (int i = 0; i < rndbl.HDtxds.Length; i++)
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// {
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// if (!rndbl.HDtxds[i].Loaded)
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// {
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// rndbl.AllTexturesLoaded = false;
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// }
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// }
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//}
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rndbl.AllTexturesLoaded = true;// alltexsloaded;// || (missingtexcount < 2);
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rndbl.AllTexturesLoaded = alltexsloaded;
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return rndbl;
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