Commit Graph

49 Commits (520e65f82205480a6286d6c51129c0715ec13149)

Author SHA1 Message Date
scrawl 2e58024f1c Fix intersections with Rig/MorphGeometry, was caused by an issue in the LineSegmentIntersector not respecting the cullingActive flag of a drawable. 7 years ago
scrawl 5e790b567e Fix node path issue
Needs to be set so that the 'cullingActive' flag of the node path's end can be checked
7 years ago
scrawl 4bef8260ab Add const qualifiers 7 years ago
scrawl 209e139aa8 Move double buffering implementation inside RigGeometry
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.
7 years ago
scrawl 29556a1802 More consistent wording of errors/warnings
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.
8 years ago
scrawl 30b101b175 Fix build error in OSG_USE_FLOAT_MATRIX=OFF mode due to a double implicit conversion to double (pun doubly intended) 8 years ago
scrawl 84a92e665c Improve performance in RigGeometry by optimizing for the most common case of identity geomToSkelMatrix 8 years ago
scrawl eae35af13d Check if the bounding box changed before calling dirtyBound() 8 years ago
scrawl c0faeea938 RigGeometry check if mesh has normals (Fixes #3667) 8 years ago
scrawl d5f497c47d Pass the node path instead of the node visitor 9 years ago
scrawl 6fa95e72c5 Pass the traversal number instead of the node visitor 9 years ago
scrawl 824cd3be22 Do not set _boundingBoxComputed which is no longer used 9 years ago
scrawl 8052225460 Remove leftover call to setTexCoordArrayList 9 years ago
scrawl cc0afe901f Store a pointer to tangents array to avoid potential type casting issue 9 years ago
scrawl d1f6169889 Add special handling of RigGeometry tangents in ShaderVisitor 9 years ago
scrawl 95e80e7eff RigGeometry: don't directly modify the primitive set list
This is to ensure that an element buffer object will be assigned to the primitive sets if necessary.
9 years ago
scrawl c73ec71123 Revert "Store the RigGeometry's source vertices and normals directly"
This reverts commit 7a347e3483.
9 years ago
scrawl 60c8c4fdda Revert "Animate tangents in RigGeometry"
This reverts commit 9cf963b751.
9 years ago
scrawl 9cf963b751 Animate tangents in RigGeometry 9 years ago
scrawl 7a347e3483 Store the RigGeometry's source vertices and normals directly 9 years ago
scrawl 1abb77f8a1 Cleanup 9 years ago
scrawl 9f03982e0b Use a dedicated VBO for RigGeometry's vertices and normals
The VBO used by the source geometry's arrays may be unintentionally shared with other RigGeometries.

The vertices and normals are the only attributes that are modified at all, so using a dedicated VBO for these should improve performance further.
9 years ago
scrawl 50b8260a39 Disable VBOs in RigGeometry while investigating a crash possibly related to commit cda8a88f0d 9 years ago
scrawl 4eb090a8d0 Set the RigGeometry vertex buffer object usage to GL_DYNAMIC_DRAW 9 years ago
scrawl 58e0e8bd4e Enable vertex buffer objects in RigGeometry 9 years ago
scrawl 137dde7cf8 Include cleanup 9 years ago
scrawl 5824619a95 Clean up includes 9 years ago
scrawl 8b596dfcbe Remove support for OSG 3.2
Since commit e8662bea31, we're using OSG functionality that contains an unfixed crash bug in version 3.2. The bug is fixed in version 3.4 (OSG commit 6351e5020371b0b72b300088a5c6772f58379b84)
9 years ago
scrawl daa94cc50e Fix cppcheck warnings 9 years ago
scrawl eb458bf9c8 Fix inactive RigGeometry not rendering correctly 9 years ago
scrawl 94e8560bf8 RigGeometry: do not allocate new NodePath every frame 9 years ago
scrawl 6d5aa272fc RigGeometry: do not update the geomToSkelMatrix more than once per frame 9 years ago
scrawl 75a464f7ec Fix a typo 9 years ago
scrawl 21e25f4756 Use the traversalNumber as frame number 9 years ago
scrawl 0409e5a043 Use OSG_VERSION_GREATER_EQUAL / LESS_THAN rather than MIN_VERSION_REQUIRED (cosmetic change) 9 years ago
scrawl 1200ff9186 RigGeometry: fix incorrect bounding box in the first frame
The default computeBound() was overriding the manually set bounding box.
9 years ago
scrawl 8e69c80bf6 Add framenumber checks in various cull callbacks, so we don't update more than once per frame when multiple cameras are used 9 years ago
scrawl a1e74a35a2 Revert "Use the WorkQueue to update skinning"
This reverts commit d52d0d9640.

Moving to branch
10 years ago
scrawl d52d0d9640 Use the WorkQueue to update skinning 10 years ago
scrawl 5de24552a8 Leak fix 10 years ago
scrawl 3dcb167066 Map rendering 10 years ago
scrawl 8d033f0558 Fix UpdateRigBounds not being copied properly 10 years ago
scrawl a98dc78cc5 Bounds fix 10 years ago
scrawl 83c6ba97c0 Disable skinning updates for actors beyond the AI processing distance 10 years ago
scrawl 63b69db617 Port skeleton based bounding boxes to the new skinning system
Not sure if going to keep this, there's a noticable performance impact.
10 years ago
scrawl b4a06bd78d Improve skinning performance 10 years ago
scrawl 04accb7652 Add LightController 10 years ago
scrawl 28643660d3 Change triangle indices to unsigned 10 years ago
scrawl eaa4316ff8 Move skinning code to SceneUtil 10 years ago