Initial support for asynchronous shader compilation

This commit is contained in:
Jack Andersen 2019-06-15 20:25:29 -10:00
parent 87023b432e
commit 9ccc4227cb
5 changed files with 4 additions and 4 deletions

View File

@ -357,6 +357,7 @@ void CMain::InitializeSubsystems() {
CAnimData::InitializeCache();
CDecalManager::Initialize();
CGBASupport::Initialize();
CGraphics::g_BooFactory->waitUntilShadersReady();
}
void CMain::MemoryCardInitializePump() {

View File

@ -2,7 +2,6 @@
#include "Weapon/CGameProjectile.hpp"
#include "Particle/CFlameWarp.hpp"
#include "Graphics/Shaders/CAABoxShader.hpp"
namespace urde {
class CFlameInfo;

View File

@ -150,7 +150,7 @@ bool CPFRegion::FindBestPoint(std::vector<zeus::CVector3f>& polyPoints, const ze
if (!isFlyer) {
polyPoints.clear();
for (u32 i = x0_numNodes - 1; i >= 0; --i) {
for (int i = int(x0_numNodes) - 1; i >= 0; --i) {
CPFNode& node = x4_startNode[i];
polyPoints.push_back(node.GetPos());
polyPoints.back().z() += x14_height;

2
hecl

@ -1 +1 @@
Subproject commit 6caf187e3204ff5e92b40b6f50b015ef785c69d7
Subproject commit 8085bc96753ef27a84210a7c4226a8ff76d98437

@ -1 +1 @@
Subproject commit d4a4c425371077cf7ebb2088086755b7d28c7342
Subproject commit fac824cb79d6fd5c4c4ee2bf53c10194064a4d1b