The main thread is not mutex blocked while child threads load anymore.
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@@ -9,7 +9,7 @@ Model::Model(std::string fileName)
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throw StillLoadingException();
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}
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for (auto& group : m_RawModel->TextureGroups) {
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for (auto& group : m_RawModel->MaterialGroups) {
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if (!group.TexturePath.empty()) {
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group.Texture = std::shared_ptr<Texture>(ResourceManager::Load<Texture>(group.TexturePath));
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}
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@@ -163,7 +163,7 @@ RawModel::RawModel(std::string fileName)
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material->GetTexture(aiTextureType_SPECULAR, 0, &path, &mapping);
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matGroup.SpecularMapPath = (boost::filesystem::path(fileName).branch_path() / path.C_Str()).string();
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}
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TextureGroups.push_back(matGroup);
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MaterialGroups.push_back(matGroup);
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// Bones
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std::map<int, std::vector<std::tuple<int, float>>> vertexWeights;
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@@ -84,15 +84,15 @@ void RenderSystem::fillModels(std::list<std::shared_ptr<RenderJob>>& jobs, World
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continue;
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}
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Model* model = ResourceManager::Load<::Model>(resource);
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Model* model = ResourceManager::Load<::Model, true>(resource);
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if (model == nullptr) {
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model = ResourceManager::Load<::Model>("Models/Core/Error.obj");
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}
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glm::mat4 modelMatrix = Transform::ModelMatrix(modelComponent.EntityID, world);
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for (auto texGroup : model->TextureGroups) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, texGroup, modelComponent, world));
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for (auto matGroup : model->MaterialGroups()) {
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std::shared_ptr<ModelJob> modelJob = std::shared_ptr<ModelJob>(new ModelJob(model, m_Camera, modelMatrix, matGroup, modelComponent, world));
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jobs.push_back(modelJob);
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}
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}
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@@ -131,8 +131,8 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups()[0].EndIndex - m_ScreenQuad->TextureGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups()[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->MaterialGroups()[0].EndIndex - m_ScreenQuad->MaterialGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->MaterialGroups()[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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