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Move NoTraverseCallback to mwrender/util.hpp
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parent
d43315fe4e
commit
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3 changed files with 12 additions and 20 deletions
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@ -42,6 +42,7 @@
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#include "camera.hpp"
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#include "water.hpp"
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#include "terrainstorage.hpp"
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#include "util.hpp"
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namespace MWRender
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{
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@ -504,15 +505,6 @@ namespace MWRender
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mutable bool mDone;
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};
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class NoTraverseCallback : public osg::NodeCallback
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{
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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}
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};
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void RenderingManager::screenshot(osg::Image *image, int w, int h)
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{
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osg::ref_ptr<osg::Camera> rttCamera (new osg::Camera);
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@ -1,6 +1,7 @@
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#ifndef OPENMW_MWRENDER_UTIL_H
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#define OPENMW_MWRENDER_UTIL_H
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#include <osg/NodeCallback>
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#include <osg/ref_ptr>
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#include <string>
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@ -16,9 +17,17 @@ namespace Resource
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namespace MWRender
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{
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void overrideTexture(const std::string& texture, Resource::ResourceSystem* resourceSystem, osg::ref_ptr<osg::Node> node);
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// Node callback to entirely skip the traversal.
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class NoTraverseCallback : public osg::NodeCallback
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{
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// no traverse()
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}
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};
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}
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#endif
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@ -41,6 +41,7 @@
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#include "vismask.hpp"
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#include "ripplesimulation.hpp"
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#include "renderbin.hpp"
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#include "util.hpp"
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namespace
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{
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@ -210,16 +211,6 @@ private:
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osg::Plane mPlane;
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};
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// Node callback to entirely skip the traversal.
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class NoTraverseCallback : public osg::NodeCallback
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{
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public:
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virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
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{
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// no traverse()
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}
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};
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/// Moves water mesh away from the camera slightly if the camera gets too close on the Z axis.
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/// The offset works around graphics artifacts that occured with the GL_DEPTH_CLAMP when the camera gets extremely close to the mesh (seen on NVIDIA at least).
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/// Must be added as a Cull callback.
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