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forked from 0ad/0ad
0ad/source/simulation2/scripting
Ykkrosh 1882f28504 New unit renderer.
Instead of each CCmpVisualActor rendering itself individually, collect
all the units in a single CCmpUnitRenderer. This avoids the overhead of
doing Interpolate/RenderSubmit calls every frame for every object in the
world. It also allows more efficient culling.

CCmpUnitRenderer knows the positions of each object at the start and end
of each turn, and computes the bounding sphere of the object along that
path. That allows quick culling without recomputing the precise
interpolated transform every frame. (In the future it could be improved
much more.)

Clarify and clean up the sending of PositionChanged messages, and add
new InterpolatedPositionChanged.

Remove the forceFloating parameter from GetInterpolatedTransform, since
it doesn't fit the new design. Replace it with a (non-synchronised) flag
in CCmpPosition.

Move construction progress from CCmpVisualActor to CCmpPosition, so that
it consistently affects all position/transform computation.

Refs #2337.

This was SVN commit r15265.
2014-06-01 18:24:50 +00:00
..
EngineScriptConversions.cpp Second (main) commit for the SpiderMonkey upgrade. 2014-03-28 20:26:32 +00:00
MessageTypeConversions.cpp New unit renderer. 2014-06-01 18:24:50 +00:00
ScriptComponent.cpp Improve performance of full state hash computation, by skipping script components that are known to have no data. 2011-03-05 22:30:32 +00:00
ScriptComponent.h Improve performance of full state hash computation, by skipping script components that are known to have no data. 2011-03-05 22:30:32 +00:00