sensor-dev branch: Fixed bug with model animations in non-GL2 path. Solves problem with sensor frustum geometry being drawn incorrectly.

sensor-dev
Chris Laurel 2011-04-09 02:18:10 +00:00
parent 4b0350b9e3
commit 0cc013f1e8
1 changed files with 5 additions and 4 deletions

View File

@ -5103,7 +5103,8 @@ static void setLightParameters_VP(VertexProcessor& vproc,
static void renderModelDefault(Geometry* geometry,
const RenderInfo& ri,
bool lit,
ResourceHandle texOverride)
ResourceHandle texOverride,
double tsec)
{
FixedFunctionRenderContext rc;
Material m;
@ -5135,7 +5136,7 @@ static void renderModelDefault(Geometry* geometry,
rc.lock();
}
geometry->render(rc);
geometry->render(rc, tsec);
if (geometry->usesTextureType(Material::EmissiveMap))
{
glDisable(GL_LIGHTING);
@ -5145,7 +5146,7 @@ static void renderModelDefault(Geometry* geometry,
rc.setRenderPass(RenderContext::EmissivePass);
rc.setMaterial(NULL);
geometry->render(rc);
geometry->render(rc, tsec);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
@ -7229,7 +7230,7 @@ void Renderer::renderObject(const Vector3f& pos,
}
else
{
renderModelDefault(geometry, ri, lit, texOverride);
renderModelDefault(geometry, ri, lit, texOverride, astro::daysToSecs(now - astro::J2000));
}
}
}