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https://github.com/MaSzyna-EU07/maszyna.git
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feat(loading): optional background loading: sound files decoded by worker threads (sound.asyncload), data of dds textures read by worker threads (gfx.textures.streaming), gl textures of vehicles farther than a multiple of the draw range released (gfx.textures.releasedistance); all off by default
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@@ -304,6 +304,10 @@ class opengl33_renderer : public gfx_renderer {
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bool Render_interior( bool const Alpha = false );
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bool Render_lowpoly( TDynamicObject *Dynamic, float const Squaredistance, bool const Setup, bool const Alpha = false );
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bool Render_coupler_adapter( TDynamicObject *Dynamic, float const Squaredistance, int const End, bool const Alpha = false );
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// releases gl textures used only by vehicles farther than gfx.textures.releasedistance times the draw range
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void Update_Texture_Release();
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// textures used by materials of the sub-models of specified model, replaceable skins excluded
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std::vector<texture_handle> const &Model_Textures( TModel3d *Model );
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void Render(TMemCell *Memcell);
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void Render_particles();
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void Render_precipitation();
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@@ -388,6 +392,8 @@ class opengl33_renderer : public gfx_renderer {
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// of once per cell -- collapsing many tiny instanced draws into a few large
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// batches. Reused every pass; the vectors are emptied (not freed) at the top of Render(scene::basic_region*).
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scene::basic_cell::instance_bucket_map m_frame_instance_buckets;
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// textures used by vehicle models, for the release of far textures
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std::unordered_map<TModel3d const *, std::vector<texture_handle>> m_modeltextures;
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// geometry of neighbouring tracks of a cell which share the material, gathered to be drawn together. reused by each Render(path_sequence)
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std::vector<gfx::geometrybank_handle> m_pathbatch;
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// copies of instance bounds kept by the buckets of scene cells are good as long as they carry this number.
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