1
0
Fork 1
mirror of https://github.com/TES3MP/openmw-tes3mp.git synced 2025-01-19 21:53:51 +00:00
Commit graph

15 commits

Author SHA1 Message Date
scrawl
35459f20d5 Refactor lighting mask 2015-11-10 17:23:12 +01:00
scrawl
bd8332d2b0 Remove default copyop argument for nodecallback copy constructors
Works around a compiler warning with OSG 3.4:

warning: base class 'class osg::Callback' should be explicitly initialized in the copy constructor [-Wextra]

With no default argument for osg::CopyOp&, the compiler no longer sees the function as a real copy constructor and stops warning about the missing virtual initializations.

We don't care about this warning because there is nothing interesting to initialize in the osg::NodeCallback base anyway.

A proper fix for the warning would require to inserting OSG_VERSION conditional compiling all over the place, that is as long as we are still supporting OSG 3.2.
2015-11-09 18:57:17 +01:00
scrawl
0210b87ffc Revert "Fix LightSource crash"
This reverts commit f336c6db87.

Root cause should be fixed in next commit.
2015-11-06 23:14:27 +01:00
scrawl
c996702b56 Fix some uninitialised variables found by static analysis 2015-11-04 20:34:50 +01:00
scrawl
c23609e22b Cache the light list in LightListCallback
When multiple cameras are rendering, the later cameras can reuse the light lists from the first camera.
2015-11-04 00:19:15 +01:00
scrawl
f336c6db87 Fix LightSource crash 2015-10-29 00:51:35 +01:00
scrawl
49df6b7450 LightManager: fix incorrect view matrix for RELATIVE_RF cameras 2015-10-23 21:25:56 +02:00
scrawl
8552a9d82c Add multiple camera support to LightManager 2015-10-23 01:58:22 +02:00
scrawl
18f4eaa8dc Preliminary handling for overflowing light lists 2015-06-15 18:56:40 +02:00
scrawl
1d198a5592 Keep the light list StateSet cache for more than one frame 2015-06-15 18:09:01 +02:00
scrawl
5a7f2a4f1f Restore light attenuation settings 2015-06-02 17:02:56 +02:00
scrawl
3dcb167066 Map rendering 2015-05-26 16:40:44 +02:00
scrawl
61aaf0cf70 Attach light lists to the object base nodes instead of each renderable
Apparently that is how Ogre worked (on the SceneNode) so let's roll with it for now. Have not tested yet what MW does.
2015-04-12 18:03:36 +02:00
scrawl
c92592493e OpenMW: create a window and render the starting cell(s) 2015-04-12 15:38:30 +02:00
scrawl
591a35b8d7 *very* early version of the LightManager 2015-04-10 23:16:17 +02:00