Previously we had a single culling frustum based on the main camera, and
any object outside the frustum would never get rendered, even if it
should actually contribute to shadows or reflections/refractions. This
caused ugly pop-in effects in the shadows and reflections while
scrolling.
Extend the renderer to support multiple cull groups, each with a
separate frustum and with separate lists of submitted objects, so that
shadows and reflections will render the correctly culled sets of
objects.
Update the shadow map generation to compute the (hopefully) correct
bounds and matrices for this new scheme.
Include terrain patches in the shadow bounds, so hills can cast shadows
correctly.
Remove the code that tried to render objects slightly outside the camera
frustum in order to reduce the pop-in effect, since that was a
workaround for the lack of a proper fix.
Remove the model/patch filtering code, which was used to cull objects
that were in the normal camera frustum but should be excluded from
reflections/refractions, since that's redundant now too.
Inline DistanceToPlane to save a few hundred usecs per frame inside
CCmpUnitRenderer::RenderSubmit.
Fixes#504, #579.
This was SVN commit r15445.
Search treasures on small islands and on water. Collect more treasures
than your opponent to win.
I've used the Cycladic Archipelago scenario map with some minor
adjustments, mainly treasure placement and civ preselection for even
chances (both need townphase to build trading boats that can collect
floating treasures).
There's still some room for improvement to make it more fun and add
additional triggers, but I'll leave that for modders. :)
This was SVN commit r15432.
Updates libiconv to v1.14.
Updates libxml2 to v2.9.1.
Updates zlib to v1.2.8.
Rebuilds FCollada.
Updates libxml2 to use same libiconv as tinygettext.
Cleans up unneeded libiconv files.
This was SVN commit r15416.
Fixes to build-osx-libs.sh.
Support gloox properly on OSX.
Refs #2304 (not fixed since afaik xCode still runs into some issues)
This was SVN commit r15410.
Allow components to individually subscribe/unsubscribe to messages,
instead of statically subscribing the entire component type. Use this
for most Interpolate/RenderSubmit messages, to avoid the performance
cost of passing those messages to a large number of components that will
just ignore them anyway.
On Azure Coast this reduces total time per frame by about 30% on a
CPU-bound system.
This was SVN commit r15400.