From 1a0709d1131d2c612d778a1205e9b0f65067b1ff Mon Sep 17 00:00:00 2001 From: Ari Vuollet Date: Wed, 22 Feb 2023 18:05:20 +0200 Subject: [PATCH] stuff --- Plugins/FidelityFX-FSR | 2 +- Source/Game/Level/Q3MapImporter.cs | 21 +++++++++++++++------ 2 files changed, 16 insertions(+), 7 deletions(-) diff --git a/Plugins/FidelityFX-FSR b/Plugins/FidelityFX-FSR index a4dd32b..18ca39f 160000 --- a/Plugins/FidelityFX-FSR +++ b/Plugins/FidelityFX-FSR @@ -1 +1 @@ -Subproject commit a4dd32b650a9df75d12579d4a3be40546e87d063 +Subproject commit 18ca39f430b432ad26246b4b4a42aecff5e90092 diff --git a/Source/Game/Level/Q3MapImporter.cs b/Source/Game/Level/Q3MapImporter.cs index 260fb2c..a8ddbaa 100644 --- a/Source/Game/Level/Q3MapImporter.cs +++ b/Source/Game/Level/Q3MapImporter.cs @@ -661,10 +661,17 @@ namespace Game if (mesh.vertices.Count == 0) continue; - geom.model.LODs[0].Meshes[i].UpdateMesh(mesh.vertices, mesh.indices, mesh.normals, - null, mesh.uvs); - geom.model.LODs[0].Meshes[i].MaterialSlotIndex = i; - geom.model.MaterialSlots[i].Material = geom.meshes[i].material; + var tassk = Task.Run(() => + { + List indices = new List(); + foreach (var ind in mesh.indices) + indices.Add((int)ind); + geom.model.LODs[0].Meshes[i].UpdateMesh(mesh.vertices.ToArray(), indices.ToArray(), mesh.normals.ToArray() /*, + null, mesh.uvs*/); + geom.model.LODs[0].Meshes[i].MaterialSlotIndex = i; + geom.model.MaterialSlots[i].Material = geom.meshes[i].material; + }); + tassk.Wait(); } //Not supported yet, should be done here @@ -1106,8 +1113,10 @@ namespace Game } - //for (int i=0; i<10000; i++) - // Debug.Log($"{i} udfghjosa fuhoag guiha7 2382835yayhahn0 generate:{generateSdf}, GI:{Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None}, {sdfModels.Count}"); + /*for (int i=0; i<10000; i++) + { + Debug.Log($"{i} udfghjosa fuhoag guiha7 2382835yayhahn0 generate:{generateSdf}, GI:{Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None}, {sdfModels.Count}"); + }*/ //Debug.Log($"generate:{generateSdf}, GI:{Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None}, {sdfModels.Count}"); if (generateSdf && globalIllumination /*&& Graphics.PostProcessSettings.GlobalIllumination.Mode != GlobalIlluminationMode.None*/ && sdfModels.Count > 1)