Andrei Kortunov
e06f0b797a
Replace all NULLs to nullptr
2018-10-09 10:21:12 +04:00
Andrei Kortunov
87394f2ebb
Revert "Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437 )"
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This reverts commit 09427d3f5e
since the
fix is not entirely correct.
2018-09-29 16:21:40 +04:00
Andrei Kortunov
09427d3f5e
Take in account transformations of NiTriShape and NiSkinData in skinning (bug #4437 )
2018-09-16 14:38:58 +04:00
Andrei Kortunov
ff241fb787
Optimize skinning (task #4605 )
2018-08-25 20:45:59 +04:00
Andrei Kortunov
1452684d9e
Use new logging system for components
2018-08-14 19:42:41 +04:00
scrawl
2e58024f1c
Fix intersections with Rig/MorphGeometry, was caused by an issue in the LineSegmentIntersector not respecting the cullingActive flag of a drawable.
2017-09-03 14:14:15 +00:00
scrawl
5e790b567e
Fix node path issue
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Needs to be set so that the 'cullingActive' flag of the node path's end can be checked
2017-09-01 22:12:40 +00:00
scrawl
4bef8260ab
Add const qualifiers
2017-09-01 21:42:36 +00:00
scrawl
209e139aa8
Move double buffering implementation inside RigGeometry
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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.
2017-09-01 21:42:34 +00:00
scrawl
29556a1802
More consistent wording of errors/warnings
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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.
2017-03-04 21:48:31 +01:00
scrawl
30b101b175
Fix build error in OSG_USE_FLOAT_MATRIX=OFF mode due to a double implicit conversion to double (pun doubly intended)
2017-02-03 06:49:34 +01:00
scrawl
84a92e665c
Improve performance in RigGeometry by optimizing for the most common case of identity geomToSkelMatrix
2017-02-03 02:18:44 +01:00
scrawl
eae35af13d
Check if the bounding box changed before calling dirtyBound()
2016-12-17 00:23:22 +01:00
scrawl
c0faeea938
RigGeometry check if mesh has normals ( Fixes #3667 )
2016-12-15 22:39:21 +01:00
scrawl
d5f497c47d
Pass the node path instead of the node visitor
2016-07-02 19:27:19 +02:00
scrawl
6fa95e72c5
Pass the traversal number instead of the node visitor
2016-07-02 19:26:11 +02:00
scrawl
824cd3be22
Do not set _boundingBoxComputed which is no longer used
2016-06-14 22:25:25 +02:00
scrawl
8052225460
Remove leftover call to setTexCoordArrayList
2016-03-23 22:56:04 +01:00
scrawl
cc0afe901f
Store a pointer to tangents array to avoid potential type casting issue
2016-03-23 17:03:04 +01:00
scrawl
d1f6169889
Add special handling of RigGeometry tangents in ShaderVisitor
2016-03-23 16:48:41 +01:00
scrawl
95e80e7eff
RigGeometry: don't directly modify the primitive set list
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This is to ensure that an element buffer object will be assigned to the primitive sets if necessary.
2016-03-23 00:10:22 +01:00
scrawl
c73ec71123
Revert "Store the RigGeometry's source vertices and normals directly"
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This reverts commit 7a347e3483
.
2016-03-22 23:28:57 +01:00
scrawl
60c8c4fdda
Revert "Animate tangents in RigGeometry"
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This reverts commit 9cf963b751
.
2016-03-22 23:28:52 +01:00
scrawl
9cf963b751
Animate tangents in RigGeometry
2016-03-22 22:14:35 +01:00
scrawl
7a347e3483
Store the RigGeometry's source vertices and normals directly
2016-03-22 22:01:56 +01:00
scrawl
1abb77f8a1
Cleanup
2016-03-11 19:18:51 +01:00
scrawl
9f03982e0b
Use a dedicated VBO for RigGeometry's vertices and normals
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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.
2016-03-11 19:08:48 +01:00
scrawl
50b8260a39
Disable VBOs in RigGeometry while investigating a crash possibly related to commit cda8a88f0d
2016-03-11 18:21:55 +01:00
scrawl
4eb090a8d0
Set the RigGeometry vertex buffer object usage to GL_DYNAMIC_DRAW
2016-03-11 16:09:48 +01:00
scrawl
58e0e8bd4e
Enable vertex buffer objects in RigGeometry
2016-03-11 01:39:09 +01:00
scrawl
137dde7cf8
Include cleanup
2016-03-10 12:59:17 +01:00
scrawl
5824619a95
Clean up includes
2016-02-12 19:28:10 +01:00
scrawl
8b596dfcbe
Remove support for OSG 3.2
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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)
2016-02-12 14:46:45 +01:00
scrawl
daa94cc50e
Fix cppcheck warnings
2016-01-03 20:19:38 +01:00
scrawl
eb458bf9c8
Fix inactive RigGeometry not rendering correctly
2015-12-03 19:49:45 +01:00
scrawl
94e8560bf8
RigGeometry: do not allocate new NodePath every frame
2015-11-22 20:01:09 +01:00
scrawl
6d5aa272fc
RigGeometry: do not update the geomToSkelMatrix more than once per frame
2015-11-22 19:54:27 +01:00
scrawl
75a464f7ec
Fix a typo
2015-11-22 19:54:27 +01:00
scrawl
21e25f4756
Use the traversalNumber as frame number
2015-11-16 20:03:45 +01:00
scrawl
0409e5a043
Use OSG_VERSION_GREATER_EQUAL / LESS_THAN rather than MIN_VERSION_REQUIRED (cosmetic change)
2015-11-10 18:28:58 +01:00
scrawl
1200ff9186
RigGeometry: fix incorrect bounding box in the first frame
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The default computeBound() was overriding the manually set bounding box.
2015-11-09 18:31:41 +01:00
scrawl
8e69c80bf6
Add framenumber checks in various cull callbacks, so we don't update more than once per frame when multiple cameras are used
2015-09-26 01:21:33 +02:00
scrawl
a1e74a35a2
Revert "Use the WorkQueue to update skinning"
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This reverts commit d52d0d9640
.
Moving to branch
2015-06-10 19:08:56 +02:00
scrawl
d52d0d9640
Use the WorkQueue to update skinning
2015-06-10 18:16:02 +02:00
scrawl
5de24552a8
Leak fix
2015-05-26 19:12:29 +02:00
scrawl
3dcb167066
Map rendering
2015-05-26 16:40:44 +02:00
scrawl
8d033f0558
Fix UpdateRigBounds not being copied properly
2015-05-20 03:12:42 +02:00
scrawl
a98dc78cc5
Bounds fix
2015-04-30 15:46:16 +02:00
scrawl
83c6ba97c0
Disable skinning updates for actors beyond the AI processing distance
2015-04-30 00:10:24 +02:00
scrawl
63b69db617
Port skeleton based bounding boxes to the new skinning system
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Not sure if going to keep this, there's a noticable performance impact.
2015-04-27 15:41:34 +02:00