Double buffering, custom bounding box and the update in the cull visitor (instead of update) are now all handled internally rather than needing hacks and/or callbacks.
The double buffering is an implementation detail so it should be handled as such, rather than mandating the scene graph to be structured in a certain way.
Override accept(NodeVisitor&) instead of using callbacks.
This resulted in a crash/corruption because the KeyframeController, for performance reasons, does not check that the expected user data is there and of correct type.
(Fixes#3829)
A Warning indicates a potential problem in the content file(s) that the user told OpenMW to load. E.g. this might cause an object to not display at all or as intended, however the rest of the game will run fine.
An Error, however, is more likely to be a bug with the engine itself - it means that basic assumptions have been violated and the engine might not run correctly anymore.
The above mostly applies to errors/warnings during game-play; startup issues are handled differently: when a file is completely invalid/corrupted to the point that the engine can not start, that might cause messages that are worded as Error due to the severity of the issue but are not necessarily the engine's fault.
Hopefully, being a little more consistent here will alleviate confusion among users as to when a log message should be reported and to whom.
While there could be some value in this hierarchy (i.e. improved culling), we don't know if this is being used sensibly; and using a 'flat' hierarchy helps other optimizations.
Normally, osg::State would do this for us (via lastAppliedAttribute), but since we're using a custom StateAttribute to apply all lights at once, we have to track ourselves.
Further reduction of GL calls in a typical scene by ~2%