scrawl
b78a9f89af
Refactor LightListCallback to allow for integration in custom Drawables.
8 years ago
scrawl
67e4a7e37b
Change some osg::clone's to direct copy constructor to avoid dynamic_cast overhead
8 years ago
scrawl
34deb6e7b1
Add 'showSceneGraph' command to export the scene or a particular object to .osgt for debugging purposes
8 years ago
MiroslavR
11565b5966
Make actors with non-portable lights in inventory glow ( Closes #2042 , #3338 )
8 years ago
scrawl
aec8c38461
Move observer_ptr include where it belongs
9 years ago
scrawl
438b30d6f0
Move configureLight to a separate file
9 years ago
scrawl
e39f49a88f
OSG extensions namespace fixes
9 years ago
scrawl
c442af09c5
Write more documentation for the lighting system
9 years ago
scrawl
8e9571d155
Double buffer the light StateAttributes and StateSets
...
Fixes a race condition where the position of a light could jump a frame ahead.
9 years ago
scrawl
1b77428c59
Use const reference, thanks ace13
9 years ago
scrawl
fc7456e0a1
Explicitely opt for float matrices in performance critical places
9 years ago
scrawl
35459f20d5
Refactor lighting mask
9 years ago
scrawl
bd8332d2b0
Remove default copyop argument for nodecallback copy constructors
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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.
9 years ago
scrawl
0210b87ffc
Revert "Fix LightSource crash"
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This reverts commit f336c6db87
.
Root cause should be fixed in next commit.
9 years ago
scrawl
c996702b56
Fix some uninitialised variables found by static analysis
9 years ago
scrawl
c23609e22b
Cache the light list in LightListCallback
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When multiple cameras are rendering, the later cameras can reuse the light lists from the first camera.
9 years ago
scrawl
f336c6db87
Fix LightSource crash
9 years ago
scrawl
49df6b7450
LightManager: fix incorrect view matrix for RELATIVE_RF cameras
9 years ago
scrawl
8552a9d82c
Add multiple camera support to LightManager
9 years ago
scrawl
18f4eaa8dc
Preliminary handling for overflowing light lists
10 years ago
scrawl
1d198a5592
Keep the light list StateSet cache for more than one frame
10 years ago
scrawl
5a7f2a4f1f
Restore light attenuation settings
10 years ago
scrawl
3dcb167066
Map rendering
10 years ago
scrawl
61aaf0cf70
Attach light lists to the object base nodes instead of each renderable
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Apparently that is how Ogre worked (on the SceneNode) so let's roll with it for now. Have not tested yet what MW does.
10 years ago
scrawl
c92592493e
OpenMW: create a window and render the starting cell(s)
10 years ago
scrawl
591a35b8d7
*very* early version of the LightManager
10 years ago