mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-20 07:23:51 +00:00
commit
eec82f676a
9 changed files with 17 additions and 21 deletions
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@ -241,7 +241,7 @@ namespace MWGui
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MyGUI::FactoryManager::getInstance().registerFactory<ResourceImageSetPointerFix>("Resource", "ResourceImageSetPointer");
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MyGUI::FactoryManager::getInstance().registerFactory<AutoSizedResourceSkin>("Resource", "AutoSizedResourceSkin");
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MyGUI::ResourceManager::getInstance().load("core.xml");
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loadUserFonts();
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WindowManager::loadUserFonts();
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bool keyboardNav = Settings::Manager::getBool("keyboard navigation", "GUI");
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mKeyboardNavigation.reset(new KeyboardNavigation());
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@ -515,13 +515,11 @@ namespace MWRender
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protected:
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virtual void setDefaults(osg::StateSet* stateset)
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{
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osg::Material* material = static_cast<osg::Material*>(stateset->getAttribute(osg::StateAttribute::MATERIAL));
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osg::BlendFunc* blendfunc (new osg::BlendFunc);
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stateset->setAttributeAndModes(blendfunc, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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// FIXME: overriding diffuse/ambient/emissive colors
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material = new osg::Material;
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osg::Material* material = new osg::Material;
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material->setColorMode(osg::Material::OFF);
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material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,mAlpha));
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material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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@ -635,7 +633,7 @@ namespace MWRender
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Animation::~Animation()
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{
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setLightEffect(0.f);
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Animation::setLightEffect(0.f);
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if (mObjectRoot)
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mInsert->removeChild(mObjectRoot);
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@ -1489,7 +1489,7 @@ OpenAL_Output::OpenAL_Output(SoundManager &mgr)
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OpenAL_Output::~OpenAL_Output()
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{
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deinit();
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OpenAL_Output::deinit();
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}
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}
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@ -1362,7 +1362,7 @@ namespace MWSound
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void SoundManager::clear()
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{
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stopMusic();
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SoundManager::stopMusic();
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for(SoundMap::value_type &snd : mActiveSounds)
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{
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@ -27,7 +27,7 @@ ParticleSystem::ParticleSystem(const ParticleSystem ©, const osg::CopyOp &co
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{
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// For some reason the osgParticle constructor doesn't copy the particles
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for (int i=0;i<copy.numParticles()-copy.numDeadParticles();++i)
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createParticle(copy.getParticle(i));
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ParticleSystem::createParticle(copy.getParticle(i));
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}
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void ParticleSystem::setQuota(int quota)
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@ -261,18 +261,18 @@ namespace SceneUtil {
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float _shadowFadeStart = 0.0;
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class DebugHUD : public osg::Referenced
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class DebugHUD final : public osg::Referenced
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{
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public:
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DebugHUD(int numberOfShadowMapsPerLight);
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virtual void draw(osg::ref_ptr<osg::Texture2D> texture, unsigned int shadowMapNumber, const osg::Matrixd &matrix, osgUtil::CullVisitor& cv);
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void draw(osg::ref_ptr<osg::Texture2D> texture, unsigned int shadowMapNumber, const osg::Matrixd &matrix, osgUtil::CullVisitor& cv);
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virtual void releaseGLObjects(osg::State* state = 0) const;
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void releaseGLObjects(osg::State* state = 0) const;
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virtual void setFrustumVertices(osg::ref_ptr<osg::Vec3Array> vertices, unsigned int traversalNumber);
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void setFrustumVertices(osg::ref_ptr<osg::Vec3Array> vertices, unsigned int traversalNumber);
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protected:
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virtual void addAnotherShadowMap();
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void addAnotherShadowMap();
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static const int sDebugTextureUnit = 0;
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@ -19,15 +19,13 @@ namespace SceneUtil
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ShadowManager(osg::ref_ptr<osg::Group> sceneRoot, osg::ref_ptr<osg::Group> rootNode, unsigned int outdoorShadowCastingMask, unsigned int indoorShadowCastingMask, Shader::ShaderManager &shaderManager);
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virtual ~ShadowManager() = default;
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void setupShadowSettings();
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virtual void setupShadowSettings();
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Shader::ShaderManager::DefineMap getShadowDefines();
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virtual Shader::ShaderManager::DefineMap getShadowDefines();
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void enableIndoorMode();
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virtual void enableIndoorMode();
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virtual void enableOutdoorMode();
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void enableOutdoorMode();
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protected:
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bool mEnableShadows;
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@ -20,7 +20,7 @@ GraphicsWindowSDL2::GraphicsWindowSDL2(osg::GraphicsContext::Traits *traits)
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_traits = traits;
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init();
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if(valid())
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if(GraphicsWindowSDL2::valid())
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{
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setState(new osg::State);
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getState()->setGraphicsContext(this);
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@ -28,7 +28,7 @@ TerrainGrid::~TerrainGrid()
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{
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while (!mGrid.empty())
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{
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unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
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TerrainGrid::unloadCell(mGrid.begin()->first.first, mGrid.begin()->first.second);
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}
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}
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