Enable per-frame light list updates (Bug #2638, Bug #2654)

The performance impact isn't so big anymore since the last commit.
c++11
scrawl 10 years ago
parent 1d198a5592
commit acf9fc2d37

@ -274,16 +274,6 @@ namespace SceneUtil
if (lights.size())
{
static std::map<osg::Node*, osg::ref_ptr<osg::StateSet> > statesets;
std::map<osg::Node*, osg::ref_ptr<osg::StateSet> >::iterator found = statesets.find(node);
osg::ref_ptr<osg::StateSet> stateset;
if (found != statesets.end())
{
stateset = found->second;
}
else{
// we do the intersections in view space
osg::BoundingSphere nodeBound = node->getBound();
osg::Matrixf mat = *cv->getModelViewMatrix();
@ -299,7 +289,6 @@ namespace SceneUtil
if (lightList.empty())
{
statesets[node] = NULL;
traverse(node, nv);
return;
}
@ -316,16 +305,12 @@ namespace SceneUtil
lightList.pop_back();
}
stateset = mLightManager->getLightListStateSet(lightList);
statesets[node] = stateset;
}
osg::StateSet* stateset = mLightManager->getLightListStateSet(lightList);
if (stateset)
cv->pushStateSet(stateset);
traverse(node, nv);
if (stateset)
cv->popStateSet();
}
else

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