AnyOldName3
85aba2e1da
Add toggleable shadow debug overlay.
2018-06-28 17:24:36 +01:00
AnyOldName3
ed68db5ef9
Fix issue where the camera frustum cropping wouldn't consider where casters might cast shadows, just where they actually were.
2018-06-19 23:48:59 +01:00
AnyOldName3
f5b144ef77
Improve bounds calculation for shadow casters outside of the viewing frustum
2018-06-12 17:04:56 +01:00
AnyOldName3
50fdd0be99
Resolve computed near plane issues with extremely high viewing distances.
2018-05-29 00:52:43 +01:00
AnyOldName3
2c30bc1b4f
Accidentally fix the one remaing case where shadows look awful while refactoring some stuff.
2018-05-18 22:39:57 +01:00
AnyOldName3
9f0a49c303
Disable CSM when disabled in the settings.
2018-05-17 20:27:10 +01:00
AnyOldName3
84284a60a7
Make CSM shader changes controllable by the setting.
2018-05-17 17:35:55 +01:00
AnyOldName3
5d05aadb37
Begin to let settings toggle between CSM and PSSM
2018-05-17 16:57:01 +01:00
AnyOldName3
7255c266ba
Merge branch 'osgshadow-test-vdsm' into osgshadow-test-dicking-around-with-cascading-shadow-maps
2018-05-16 21:21:05 +01:00
AnyOldName3
fc1aee10f4
Remove function declaration that somehow snuck in.
2018-05-16 21:20:17 +01:00
AnyOldName3
1b30d47d7f
Add a hacky temporary version of cascading shadow maps
2018-05-13 12:56:40 +01:00
AnyOldName3
44b2cf2b7f
Merge upstream.
2018-05-11 19:15:04 +01:00
AnyOldName3
166e7df778
Improve debug HUD frustum
2018-05-11 19:08:42 +01:00
AnyOldName3
4547151863
Add the view frustum to the debug HUD (in the most annoying way possible)
2018-05-05 00:08:00 +01:00
scrawl
6c79c0fb35
Add an empty compileGLObjects implementation to Rig/MorphGeometry to avoid unnecessary creation of display list done by osg
2018-04-18 12:36:08 +00:00
elsid
14daadded7
Add virtual destructors
...
To fix warnings:
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/bits/shared_ptr_base.h:588:8: warning: delete called on non-final 'NifOsg::ControllerFunction' that has virtual functions but non-virtual destructor
[-Wdelete-non-virtual-dtor]
delete __p;
^
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/bits/shared_ptr_base.h:595:4: note: in instantiation of function template specialization
'std::__shared_count<__gnu_cxx::_S_atomic>::__shared_count<NifOsg::ControllerFunction *>' requested here
: __shared_count(__p)
^
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/bits/shared_ptr_base.h:1079:17: note: in instantiation of function template specialization
'std::__shared_count<__gnu_cxx::_S_atomic>::__shared_count<NifOsg::ControllerFunction *>' requested here
: _M_ptr(__p), _M_refcount(__p, typename is_array<_Tp>::type())
^
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/bits/shared_ptr.h:129:25: note: in instantiation of function template specialization 'std::__shared_ptr<NifOsg::ControllerFunction,
__gnu_cxx::_S_atomic>::__shared_ptr<NifOsg::ControllerFunction, void>' requested here
shared_ptr(_Yp* __p) : __shared_ptr<_Tp>(__p) { }
^
/home/elsid/dev/openmw/components/nifosg/nifloader.cpp:242:39: note: in instantiation of function template specialization 'std::shared_ptr<NifOsg::ControllerFunction>::shared_ptr<NifOsg::ControllerFunction, void>' requested here
callback->setFunction(std::shared_ptr<NifOsg::ControllerFunction>(new NifOsg::ControllerFunction(key)));
^
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/bits/unique_ptr.h:78:2: warning: delete called on non-final 'MWGui::ResponseCallback' that has virtual functions but non-virtual destructor
[-Wdelete-non-virtual-dtor]
delete __ptr;
^
/usr/bin/../lib64/gcc/x86_64-pc-linux-gnu/7.3.1/../../../../include/c++/7.3.1/bits/unique_ptr.h:268:4: note: in instantiation of member function 'std::default_delete<MWGui::ResponseCallback>::operator()' requested here
get_deleter()(__ptr);
^
/home/elsid/dev/openmw/apps/openmw/mwgui/dialogue.cpp:58:23: note: in instantiation of member function 'std::unique_ptr<MWGui::ResponseCallback, std::default_delete<MWGui::ResponseCallback> >::~unique_ptr' requested here
PersuasionDialog::PersuasionDialog(ResponseCallback* callback)
^
2018-04-01 21:51:59 +03:00
AnyOldName3
e885612bd7
Make a dynamic cast static
2018-03-03 02:05:46 +00:00
AnyOldName3
b553b58de5
Fix another compiler warning
2018-03-03 02:03:16 +00:00
AnyOldName3
3bed2a7b01
Fix some copiler warnings (hopefully)
2018-03-03 02:01:03 +00:00
AnyOldName3
fc41902798
Replace a dynamic cast with string comarison
2018-03-01 14:37:11 +00:00
AnyOldName3
bc4b4c66e4
(Hopefully) add include which G++ requires even though VC++ doesn't.
2018-02-27 16:54:48 +00:00
AnyOldName3
d1a2955fa1
Merge upstream
2018-02-27 14:29:14 +00:00
AnyOldName3
66a114d6ec
Fix a couple of warnings
2018-02-27 14:15:06 +00:00
AnyOldName3
f9cf1ac94b
Separate indoor and outdoor shadow casting masks.
2018-02-27 00:13:51 +00:00
AnyOldName3
35eb71052e
Tidy up the shadow manager
2018-02-26 23:52:46 +00:00
AnyOldName3
882b63cba9
Make split point control parameters configurable with the new shadow technique.
2018-02-26 23:00:46 +00:00
AnyOldName3
e233dae1cd
Hook up the new shadow technique
2018-02-26 22:27:09 +00:00
AnyOldName3
97b607fc66
Make whitespace match upstream OSG
2018-02-26 21:10:06 +00:00
AnyOldName3
99db93510c
Undo minor cockup where the same file appeared twice
2018-02-26 21:09:29 +00:00
AnyOldName3
639a4f5e8c
Remove TODO left in by accident. Also, become 100 commits ahead of upstream.
2018-02-26 20:52:19 +00:00
AnyOldName3
478367bef3
Ensure the debug HUD won't crash if settings are changed at runtime.
2018-02-26 20:50:54 +00:00
AnyOldName3
7b52091a82
Make the debug hud enableable
2018-02-26 20:36:43 +00:00
AnyOldName3
5d719e9d5f
Add the debug HUD to the new shadow technique
2018-02-26 20:20:01 +00:00
AnyOldName3
76f23c28b1
Make shadows disableable.
2018-02-26 16:25:44 +00:00
AnyOldName3
0f1e770c53
Transfer changes to cull to new shadow technique
2018-02-26 15:51:22 +00:00
AnyOldName3
4c31b38f77
Move CLSB changes to new shadow technique
2018-02-26 14:58:12 +00:00
AnyOldName3
06b2ce6646
Fix alignment issues caused by renaming classes
2018-02-26 14:34:14 +00:00
AnyOldName3
02d0ee3485
Rename old shadow class to shadow manager
2018-02-26 14:29:31 +00:00
AnyOldName3
ce02c83089
Copy debug shader source into new shadow technique
2018-02-26 14:27:47 +00:00
AnyOldName3
7bd4c5e4b3
Change class name
2018-02-24 00:57:58 +00:00
AnyOldName3
c815366044
Move to the correct namespace part 2
2018-02-24 00:55:24 +00:00
AnyOldName3
11e59d3c11
Move to the correct namespace.
2018-02-24 00:52:46 +00:00
AnyOldName3
324b398d29
Add a notice clarifying the source of the shadow technique files.
2018-02-24 00:15:54 +00:00
AnyOldName3
7467248555
Undo a modification from the upstream shadow technique which breaks compatibiltiy with OSG 3.4
2018-02-24 00:14:29 +00:00
AnyOldName3
273914aba8
Add osgShadow ViewDependentShadowMaps as they can be found in OSG's GitHub Repository
2018-02-24 00:13:05 +00:00
AnyOldName3
9ec59783ba
Add basic support for distant terrain CLSB
...
(cherry picked from commit 0f9dc3e65b72e6fff762f7a0933bae6f861e5fd4)
2018-02-23 23:37:04 +00:00
AnyOldName3
cb6767b4fc
Move the declaration of ComputeLightSpaceBounds to the header so that it can be accessed from other compilation units.
...
(cherry picked from commit 8ac4fb208897a18da4934dd6f2fe84560b44ba9d)
2018-02-23 23:35:01 +00:00
AnyOldName3
6251e0519e
Use CLSB results to reduce maximum shadow map distance when sensible.
2018-02-23 23:31:53 +00:00
scrawl
25a6a67508
Fix the optimizer messing up LOD node's children ( Fixes #4301 )
2018-01-29 19:44:12 +00:00
AnyOldName3
9f20aaccfb
Add some more advanced settings to control shadows.
2018-01-25 16:08:34 +00:00
AnyOldName3
6ec893b618
Merge remote-tracking branch 'refs/remotes/upstream/master'
2018-01-22 15:54:13 +00:00
scrawl
bba9a8dd91
Don't update off-screen animations
...
Make flying creatures animate in-place when out of processing range
2018-01-11 01:49:35 +00:00
AnyOldName3
bf9a1ded63
Mark a function as override
2018-01-02 16:39:05 +00:00
AnyOldName3
c3e0398d1c
Add settings
2017-12-27 02:32:17 +00:00
AnyOldName3
c192c851db
Make disabling shadows disable their performance impact, too.
2017-12-26 23:51:50 +00:00
AnyOldName3
8957c92a36
Switch to a more industry-standard shadow map splitting scheme
2017-12-17 00:52:10 +00:00
AnyOldName3
7cce2d6f87
Implement a more sensible shadow map cascading system
2017-12-12 22:37:40 +00:00
AnyOldName3
98cd9fc144
Add preliminary support for global shader defines.
2017-11-22 20:07:07 +00:00
AnyOldName3
e201e359a9
Move Shadow to Components
2017-11-08 01:44:49 +00:00
scrawl
03554b2f4b
Fix some style issues flagged by cppcheck
2017-10-15 17:06:58 +02:00
Miloslav Číž
380a5799dd
use bbox as wrap range & apply to all particle systems
2017-10-14 21:42:19 +02:00
Miloslav Číž
33a1459b11
search for particle system by class name
2017-10-14 21:41:47 +02:00
scrawl
dca31b7ffa
Remove redundant _boundingBoxComputed which no longer exists in osg master ( Fixes #4075 )
2017-09-04 19:35:42 +00:00
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
...
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
5d524a6a10
Add custom version of MorphGeometry replacing osgAnimation
...
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.
2017-09-01 21:42:36 +00:00
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.
2017-09-01 21:42:34 +00:00
scrawl
45f7563a55
Revert "Revert "Check for a Geometry node when attaching bodyparts""
...
Issue with shaders has been fixed with b9931fb71c
This reverts commit a1e3fb7604
.
2017-08-31 21:40:35 +00:00
scrawl
a1e3fb7604
Revert "Check for a Geometry node when attaching bodyparts"
...
This reverts commit 3fc8634206
.
2017-08-29 22:40:19 +00:00
scrawl
3fc8634206
Check for a Geometry node when attaching bodyparts ( Fixes #3957 )
2017-08-29 12:55:42 +00:00
Allofich
42402976e3
Fixes for building in MSVC
2017-06-13 19:38:12 +09:00
Bret Curtis
f0b21cca22
use own inline hash_combine function
2017-06-12 00:32:28 +02:00
Bret Curtis
154d7cffa2
replace and purge boost::function
2017-06-09 19:08:53 +02:00
Bret Curtis
07f75e1104
replace boost::shared_ptr in extern and components
2017-06-09 19:08:53 +02:00
Ewan Higgs
38a2de3c51
convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
2017-06-09 16:49:25 +02:00
scrawl
8d84869432
Fix commit 8f71b65d38
(don't overwrite the previous user data)
...
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 )
2017-05-05 05:27:00 +02:00
scrawl
8f71b65d38
sceneutil/attach: inherit the UserDataContainer to avoid the resource cache from being cleared incorrectly
2017-04-14 15:04:53 +02:00
scrawl
3d58ba7301
Fix boolean test
2017-03-15 17:50:13 +01:00
scrawl
34130fc5cc
Fix handling in LightListCallback when the node is not a Group
2017-03-14 19:27:55 +01:00
scrawl
b78a9f89af
Refactor LightListCallback to allow for integration in custom Drawables.
2017-03-14 19:27:55 +01:00
scrawl
13a6070629
Remove warning spam in skeleton.cpp
...
If the root bone is missing, that is caused by all bones being missing which will have been logged already.
2017-03-13 02:48:22 +01:00
scrawl
c1b1d502ee
Fix up commit 330e5fefd1
2017-03-04 21:48:31 +01:00
scrawl
4051018862
optimizer: fix FlattenStaticTransformsVisitor not respecting the is permissible callback
2017-03-04 21:48:31 +01:00
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.
2017-03-04 21:48:31 +01:00
scrawl
706ac45c76
Fix missing particles caused by shallow copy of ParticleSystemController
2017-02-26 23:10:41 +01:00
scrawl
5caf53b6a3
optimizer: avoid reordering nodes
...
Fixes an osgParticle cloning issue.
(Fixes #3773 )
2017-02-26 03:25:17 +01:00
scrawl
a95773beef
Fix unnecessary copy of ParticleSystem in SceneUtil::CopyOp
2017-02-26 03:15:57 +01:00
scrawl
48e0f098ff
Add missing copy of callbacks when a Transform is replaced by Group
...
(Fixes #3770 )
2017-02-24 07:38:03 +01:00
scrawl
330e5fefd1
optimizer: consider a Group with more than one child redundant as well
...
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.
2017-02-24 02:58:41 +01:00
scrawl
e4c12e5e56
optimizer: don't merge Geometry that has transparency sorting enabled
2017-02-24 02:58:27 +01:00
scrawl
ebfd845eae
optimizer: run MERGE_GEOMETRY after removing redundant nodes
2017-02-23 23:28:50 +01:00
scrawl
43f31d6e54
optimizer: fix MERGE_GEOMETRY to work with Geometries not attached to a Geode
2017-02-23 23:28:50 +01:00
scrawl
f2a323238f
optimizer: merge groups as part of REMOVE_REDUNDANT_NODES
2017-02-23 23:28:50 +01:00
scrawl
af716d4b61
optimizer: remove hardcoded condition in RemoveRedundantNodesVisitor
2017-02-23 23:28:50 +01:00
scrawl
698738c649
optimizer: use asXYZ() instead of dynamic_cast
2017-02-23 23:28:50 +01:00
scrawl
f7cb4bd245
optimizer: remove some cruft
2017-02-23 23:28:50 +01:00
scrawl
e33829d493
Add fork of osgUtil::Optimizer with backported fixes that have not been released yet
...
Remove optimizers that won't be used.
2017-02-23 23:28:50 +01:00
scrawl
305cccd263
Don't print Geometry data (vertices, triangles, etc.) in showscenegraph
2017-02-23 23:28:50 +01:00
scrawl
c231b06320
Remove boneOffset node after using it
2017-02-23 23:28:50 +01:00
scrawl
8f79fa3d72
Add resource statistics panel opened with F4
2017-02-22 14:28:45 +01:00
scrawl
4aa40d16bc
Increase the importance of light radius when sorting lights (Bug #2759 )
2017-02-21 04:32:59 +01:00
scrawl
67e4a7e37b
Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead
2017-02-09 04:51:20 +01:00
scrawl
839928e210
Fix light data being reset for the wrong light
2017-02-09 02:46:30 +01:00
scrawl
a46593fa74
Add PreloadItem::abort() to avoid no longer required cells from blocking the work thread
2017-02-09 01:08:07 +01:00
scrawl
c00532d82d
Add LightStateCache to avoid redundantly setting the same gl_Light
...
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%
2017-02-07 23:37:57 +01:00
scrawl
4d4dc1b9c1
Add specialized DisableLight state attribute for more efficient undoing of light state
...
Seems to reduce # of GL calls by 10-15% in a typical scene.
2017-02-07 23:01:36 +01:00
scrawl
a1069dce3c
Change UnrefQueue to accept osg::Referenced instead of osg::Object
2017-02-04 02:24:42 +01:00
scrawl
33e654f94d
Add explicit handling of most commonly used nodes to NodeVisitors to avoid excessive virtual function calls
2017-02-04 02:16:26 +01:00
scrawl
767eba941f
Speed up finding of attachment node by using the cached nodeMap
2017-02-03 23:15:37 +01:00
scrawl
a76d693627
Speed up ControllerVisitor by skipping sub graphs that have no ChildrenRequiringUpdateTraversal()
2017-02-03 23:10:14 +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
53e4db8a8f
Add dummy serializer for CameraRelativeTransform to allow serializing content of Sky Root
2017-02-02 21:57:18 +01:00
scrawl
34deb6e7b1
Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
2017-02-01 06:00:14 +01:00
scrawl
eae35af13d
Check if the bounding box changed before calling dirtyBound()
2016-12-17 00:23:22 +01:00
scrawl
cca75499ee
Clear the Skeleton's bone cache when a node is added/removed ( Fixes #3663 )
2016-12-16 20:09:20 +01:00
scrawl
c0faeea938
RigGeometry check if mesh has normals ( Fixes #3667 )
2016-12-15 22:39:21 +01:00
MiroslavR
11565b5966
Make actors with non-portable lights in inventory glow ( Closes #2042 , #3338 )
2016-10-08 23:17:12 +02:00
scrawl
513e1da8a3
Remove unneeded casts
2016-08-14 16:44:11 +02:00
Aesylwinn
5753f52b47
Move water mesh + simple state generation to components library.
2016-08-05 13:25:05 -04:00
scrawl
8f62ea2e80
Fix for "RigGeometry rendering with no skeleton" errors
2016-07-02 20:19:55 +02:00
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
Aesylwinn
b83f522ecd
Changes to color scheme, slight change to drag indicator,
...
change tooltip description.
2016-05-29 13:26:29 -04:00
Aesylwinn
1781aaaa27
Drag indicator.
2016-05-18 12:17:26 -04:00
Aesylwinn
32ba5bf8b8
Initial pathgrid editting, support for selection and movement.
2016-05-12 19:35:49 -04:00
scrawl
17a0353a85
Fix forward declaration mismatch
2016-05-10 17:36:25 +02:00
Aesylwinn
14ae232938
Remove now unnecessary factory class.
...
It was originally used for storing normals, but that functionality
was removed.
2016-05-03 16:13:23 -04:00
Aesylwinn
b11f5b2717
Make edges differently colored.
2016-05-03 15:06:28 -04:00
Aesylwinn
0eb863d8fc
Change color to blue to match the pathgrid visibility selector in the
...
editor and slightly increase the scaling.
2016-05-03 03:29:34 -04:00
Aesylwinn
7f0cc6e583
Add a color gradiant to pathgrid nodes to make them less of an eyesore.
2016-05-03 03:29:30 -04:00
Aesylwinn
3d26ff08c4
Get rid of lighting.
2016-05-03 03:29:07 -04:00
Aesylwinn
d141672b53
Pathgrid geometry creator
2016-05-02 22:09:48 -04:00
scrawl
2f8be401cc
Add the unref work items to the front of the workqueue (Bug #3273 )
...
Ensures that memory still gets freed even if the workqueue is overloaded.
2016-03-29 00:27:56 +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
...
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"
...
This reverts commit 7a347e3483
.
2016-03-22 23:28:57 +01:00
scrawl
60c8c4fdda
Revert "Animate tangents in RigGeometry"
...
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
d986b1a48b
Add comment
2016-03-11 19:28:53 +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
...
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
174dd82894
Manually apply the osg::Light state
...
Reduce the amount of virtual function calls. Don't use the osg::Light's lightNum. Don't set spotlight state that we're not using (yet).
2016-03-11 15:43:20 +01:00