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vphysics: increased g_MeshSize value( fixes some crashes in ep2 ), update ivp submodule
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+1
-1
Submodule ivp updated: 878a544907...fb8f2ac922
@@ -185,8 +185,7 @@ void CMeshInstance::Init( const virtualmeshlist_t &list )
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}
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}
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}
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}
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// UNDONE: Tune / expose this constant 512K budget for terrain collision
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const int g_MeshSize = (2048 * 1024 * 4); // nillerusr: 2 MiB should be enough, old value causes problems in ep2
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const int g_MeshSize = (2048 * 1024);
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static CDataManager<CMeshInstance, virtualmeshlist_t, CMeshInstance *, CThreadFastMutex> g_MeshManager( g_MeshSize );
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static CDataManager<CMeshInstance, virtualmeshlist_t, CMeshInstance *, CThreadFastMutex> g_MeshManager( g_MeshSize );
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static int numIndices = 0, numTriangles = 0, numBaseTriangles = 0, numSplits = 0;
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static int numIndices = 0, numTriangles = 0, numBaseTriangles = 0, numSplits = 0;
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@@ -449,6 +448,9 @@ CMeshInstance *CPhysCollideVirtualMesh::BuildLedges()
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m_hMemory = g_MeshManager.CreateResource( list );
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m_hMemory = g_MeshManager.CreateResource( list );
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m_ledgeCount = list.triangleCount;
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m_ledgeCount = list.triangleCount;
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CMeshInstance *pMesh = g_MeshManager.LockResource( m_hMemory );
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CMeshInstance *pMesh = g_MeshManager.LockResource( m_hMemory );
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Assert( g_MeshManager.AvailableSize() != 0 );
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return pMesh;
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return pMesh;
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}
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}
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return NULL;
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return NULL;
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