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Move CPU-heavy BLP texture decoding from main thread to background worker threads for all hot paths: terrain M2 models, WMO doodad M2s, WMO textures, creature models, and gameobject WMOs. Each renderer (M2, WMO, Character) now accepts a pre-decoded BLP cache that loadTexture() checks before falling back to synchronous decode. Defer WMO normal/height map generation (3 per-pixel passes: luminance, box blur, Sobel) during terrain streaming finalization — this was the dominant remaining bottleneck after BLP pre-decoding. Terrain streaming stalls: 1576ms → 124ms worst case. |
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| .. | ||
| application.hpp | ||
| coordinates.hpp | ||
| input.hpp | ||
| logger.hpp | ||
| memory_monitor.hpp | ||
| spawn_presets.hpp | ||
| window.hpp | ||