NifLoader: Fix empty StateSets being created in some cases

c++11
scrawl 10 years ago
parent 988a9cad58
commit 0f8f19958a

@ -1075,8 +1075,6 @@ namespace NifOsg
static void handleProperty(const Nif::Property *property,
osg::Node *node, SceneUtil::CompositeStateSetUpdater* composite, Resource::TextureManager* textureManager, std::map<int, int>& boundTextures, int animflags)
{
osg::StateSet* stateset = node->getOrCreateStateSet();
switch (property->recType)
{
case Nif::RC_NiStencilProperty:
@ -1095,6 +1093,7 @@ namespace NifOsg
break;
}
osg::StateSet* stateset = node->getOrCreateStateSet();
stateset->setAttribute(frontFace, osg::StateAttribute::ON);
stateset->setMode(GL_CULL_FACE, stencilprop->data.drawMode == 3 ? osg::StateAttribute::OFF
: osg::StateAttribute::ON);
@ -1117,7 +1116,7 @@ namespace NifOsg
osg::PolygonMode* mode = new osg::PolygonMode;
mode->setMode(osg::PolygonMode::FRONT_AND_BACK, wireprop->flags == 0 ? osg::PolygonMode::FILL
: osg::PolygonMode::LINE);
stateset->setAttributeAndModes(mode, osg::StateAttribute::ON);
node->getOrCreateStateSet()->setAttributeAndModes(mode, osg::StateAttribute::ON);
break;
}
case Nif::RC_NiZBufferProperty:
@ -1126,7 +1125,7 @@ namespace NifOsg
// VER_MW doesn't support a DepthFunction according to NifSkope
osg::Depth* depth = new osg::Depth;
depth->setWriteMask((zprop->flags>>1)&1);
stateset->setAttributeAndModes(depth, osg::StateAttribute::ON);
node->getOrCreateStateSet()->setAttributeAndModes(depth, osg::StateAttribute::ON);
break;
}
// OSG groups the material properties that NIFs have separate, so we have to parse them all again when one changed
@ -1141,6 +1140,7 @@ namespace NifOsg
{
const Nif::NiAlphaProperty* alphaprop = static_cast<const Nif::NiAlphaProperty*>(property);
osg::BlendFunc* blendfunc = new osg::BlendFunc;
osg::StateSet* stateset = node->getOrCreateStateSet();
if (alphaprop->flags&1)
{
blendfunc->setFunction(getBlendMode((alphaprop->flags>>1)&0xf),
@ -1174,6 +1174,7 @@ namespace NifOsg
case Nif::RC_NiTexturingProperty:
{
const Nif::NiTexturingProperty* texprop = static_cast<const Nif::NiTexturingProperty*>(property);
osg::StateSet* stateset = node->getOrCreateStateSet();
for (int i=0; i<Nif::NiTexturingProperty::NumTextures; ++i)
{
if (texprop->textures[i].inUse)

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