Make IG load waiting loop more agreeable

--HG--
branch : compatibility
This commit is contained in:
kaetemi 2014-02-17 01:54:12 +01:00
parent 6426393210
commit d2d87d2644

View file

@ -144,12 +144,14 @@ CStreamableIG::~CStreamableIG()
#ifdef NL_DEBUG #ifdef NL_DEBUG
//nlinfo("Loading : %s", Name.c_str()); //nlinfo("Loading : %s", Name.c_str());
#endif #endif
std::vector<bool> waitForIg;
waitForIg.resize(_IGs.size());
for(uint k = 0; k < _IGs.size(); ++k) for(uint k = 0; k < _IGs.size(); ++k)
{ {
#ifdef NL_DEBUG #ifdef NL_DEBUG
//nlinfo("Loading ig %s", _IGs[k].Name.c_str()); //nlinfo("Loading ig %s", _IGs[k].Name.c_str());
#endif #endif
progress.progress((float)k/(float)_IGs.size()); progress.progress((float)k/((float)_IGs.size()*2.f));
if (!_IGs[k].IG) if (!_IGs[k].IG)
{ {
@ -161,19 +163,15 @@ CStreamableIG::~CStreamableIG()
//nlinfo("start blocking load"); //nlinfo("start blocking load");
// blocking load // blocking load
// block after queueing all
_Callback.Owner = this; _Callback.Owner = this;
_Scene->createInstanceGroupAndAddToSceneAsync(_IGs[k].Name + ".ig", &_IGs[k].IG, _IGs[k].Pos, _IGs[k].Rot, season, &_Callback); _Scene->createInstanceGroupAndAddToSceneAsync(_IGs[k].Name + ".ig", &_IGs[k].IG, _IGs[k].Pos, _IGs[k].Rot, season, &_Callback);
_IGs[k].Loading = true;
} }
//nlinfo("wait for end of blockin load"); _Scene->updateWaitingInstances(1000); /* set a high value to upload texture at a fast rate */
// blocking call
while (!_IGs[k].IG) waitForIg[k] = true;
{
NLMISC::nlSleep(0);
// wait till loaded...
_Scene->updateWaitingInstances(1000); /* set a high value to upload texture at a fast rate */
}
_IGs[k].Loading = false;
} }
else else
{ {
@ -181,6 +179,25 @@ CStreamableIG::~CStreamableIG()
{ {
_IGs[k].Loading = false; _IGs[k].Loading = false;
} }
waitForIg[k] = false;
}
}
for(uint k = 0; k < _IGs.size(); ++k)
{
progress.progress(((float)k + (float)_IGs.size())/((float)_IGs.size()*2.f));
if (waitForIg[k])
{
//nlinfo("wait for end of blockin load");
// blocking call
while (!_IGs[k].IG)
{
NLMISC::nlSleep(1);
// wait till loaded...
_Scene->updateWaitingInstances(1000); /* set a high value to upload texture at a fast rate */
}
_IGs[k].Loading = false;
} }
} }
linkInstances(); linkInstances();