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Fix WMO wall collision, normal mapping, POM backfill, and M2/WMO rendering performance
- Fix MOPY flag check (0x08 not 0x01) for proper wall collision detection - Cap MAX_PUSH to PLAYER_RADIUS to prevent gradual clip-through - Fix WMO doodad quaternion component ordering (X/Y swap) - Linear normal map strength blend in shader for smooth slider control - Enable shadow sampling for interior WMO groups (covered outdoor areas) - Backfill deferred normal/height maps after streaming with descriptor rebind - M2: prepareRender only iterates animated instances, bone dirty flag - M2: remove worker thread VMA allocation, skip unready bone instances - WMO: persistent visibility vectors, sequential culling - Add FSR EASU/RCAS shaders
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25 changed files with 1467 additions and 352 deletions
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@ -116,6 +116,10 @@ private:
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float pendingNormalMapStrength = 0.8f; // 0.0-2.0
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bool pendingPOM = true; // on by default
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int pendingPOMQuality = 1; // 0=Low(16), 1=Medium(32), 2=High(64)
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bool pendingFSR = false;
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int pendingFSRQuality = 0; // 0=UltraQuality, 1=Quality, 2=Balanced, 3=Performance
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float pendingFSRSharpness = 0.5f;
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bool fsrSettingsApplied_ = false;
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// UI element transparency (0.0 = fully transparent, 1.0 = fully opaque)
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float uiOpacity_ = 0.65f;
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