Add an empty compileGLObjects implementation to Rig/MorphGeometry to avoid unnecessary creation of display list done by osg

pull/408/head
scrawl 7 years ago
parent 40f6497f40
commit 6c79c0fb35
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GPG Key ID: 2E6CC3676024C402

@ -21,6 +21,9 @@ namespace SceneUtil
/// @note The source geometry will not be modified. /// @note The source geometry will not be modified.
void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom); void setSourceGeometry(osg::ref_ptr<osg::Geometry> sourceGeom);
// Currently empty as this is difficult to implement. Technically we would need to compile both internal geometries in separate frames but this method is only called once. Alternatively we could compile just the static parts of the model.
virtual void compileGLObjects(osg::RenderInfo& renderInfo) const {}
class MorphTarget class MorphTarget
{ {
protected: protected:

@ -23,8 +23,8 @@ namespace SceneUtil
META_Object(SceneUtil, RigGeometry) META_Object(SceneUtil, RigGeometry)
// At this point compileGLObjects() remains unimplemented, hard to avoid race conditions // Currently empty as this is difficult to implement. Technically we would need to compile both internal geometries in separate frames but this method is only called once. Alternatively we could compile just the static parts of the model.
// and there is limited value in compiling anyway since the data will change again for the next frame virtual void compileGLObjects(osg::RenderInfo& renderInfo) const {}
struct BoneInfluence struct BoneInfluence
{ {

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