sensor-dev branch: Fixed bug with model animations in non-GL2 path. Solves problem with sensor frustum geometry being drawn incorrectly.
parent
4b0350b9e3
commit
0cc013f1e8
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@ -5103,7 +5103,8 @@ static void setLightParameters_VP(VertexProcessor& vproc,
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static void renderModelDefault(Geometry* geometry,
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const RenderInfo& ri,
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bool lit,
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ResourceHandle texOverride)
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ResourceHandle texOverride,
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double tsec)
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{
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FixedFunctionRenderContext rc;
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Material m;
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@ -5135,7 +5136,7 @@ static void renderModelDefault(Geometry* geometry,
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rc.lock();
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}
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geometry->render(rc);
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geometry->render(rc, tsec);
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if (geometry->usesTextureType(Material::EmissiveMap))
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{
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glDisable(GL_LIGHTING);
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@ -5145,7 +5146,7 @@ static void renderModelDefault(Geometry* geometry,
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rc.setRenderPass(RenderContext::EmissivePass);
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rc.setMaterial(NULL);
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geometry->render(rc);
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geometry->render(rc, tsec);
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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@ -7229,7 +7230,7 @@ void Renderer::renderObject(const Vector3f& pos,
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}
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else
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{
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renderModelDefault(geometry, ri, lit, texOverride);
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renderModelDefault(geometry, ri, lit, texOverride, astro::daysToSecs(now - astro::J2000));
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}
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}
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}
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