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Implement comprehensive taxi flight optimizations and proper spline paths
Major improvements: - Load TaxiPathNode.dbc for actual curved flight paths (no more flying through terrain) - Add 3-second mounting delay with terrain precaching for entire route - Implement LOD system for M2 models with distance-based quality reduction - Add circular terrain loading pattern (13 tiles vs 25, 48% reduction) - Increase terrain cache from 2GB to 8GB for modern systems Performance optimizations during taxi: - Cull small M2 models (boundRadius < 3.0) - not visible from altitude - Disable particle systems (weather, smoke, M2 emitters) - saves ~7000 particles - Disable specular lighting on M2 models - saves Blinn-Phong calculations - Disable shadow mapping on M2 models - saves shadow map sampling and PCF Technical details: - Parse TaxiPathNode.dbc spline waypoints for curved paths around terrain - Build full path from node pairs using TaxiPathEdge lookup - Precache callback triggers during mounting delay for smooth takeoff - Circular tile loading uses Euclidean distance check (dx²+dy² <= r²) - LOD fallback to base mesh when higher LODs unavailable Result: Buttery smooth taxi flights with no terrain clipping or performance hitches
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9 changed files with 249 additions and 32 deletions
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@ -1552,7 +1552,9 @@ void Renderer::renderWorld(game::World* world) {
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}
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// Render weather particles (after terrain/water, before characters)
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if (weather && camera) {
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// Skip during taxi flights for performance and visual clarity
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bool onTaxi = cameraController && cameraController->isOnTaxi();
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if (weather && camera && !onTaxi) {
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weather->render(*camera);
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}
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@ -1586,11 +1588,15 @@ void Renderer::renderWorld(game::World* world) {
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// Dim M2 lighting when player is inside a WMO
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if (cameraController) {
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m2Renderer->setInsideInterior(cameraController->isInsideWMO());
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m2Renderer->setOnTaxi(cameraController->isOnTaxi());
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}
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auto m2Start = std::chrono::steady_clock::now();
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m2Renderer->render(*camera, view, projection);
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m2Renderer->renderSmokeParticles(*camera, view, projection);
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m2Renderer->renderM2Particles(view, projection);
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// Skip particle fog during taxi (expensive and visually distracting)
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if (!onTaxi) {
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m2Renderer->renderSmokeParticles(*camera, view, projection);
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m2Renderer->renderM2Particles(view, projection);
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}
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auto m2End = std::chrono::steady_clock::now();
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lastM2RenderMs = std::chrono::duration<double, std::milli>(m2End - m2Start).count();
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}
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