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
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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
174dd82894
Manually apply the osg::Light state
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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
scrawl
58e0e8bd4e
Enable vertex buffer objects in RigGeometry
2016-03-11 01:39:09 +01:00
scrawl
f898bf493f
Don't use Geodes
2016-03-10 13:17:01 +01:00
scrawl
137dde7cf8
Include cleanup
2016-03-10 12:59:17 +01:00
scrawl
0df975a4d7
Properly detach nodes in CopyRigVisitor ( Fixes #3234 )
2016-03-06 11:33:07 +01:00
scrawl
563807ee53
Share the StateSet used to invert front face
2016-03-02 13:33:44 +01:00
scrawl
8791063110
Fix "RigGeometry rendering with no skeleton" warnings in rare cases
2016-02-29 18:20:56 +01:00
scrawl
1e5b4bea0a
Don't create an unnecessary osg::Group when copying over a rig
2016-02-29 17:50:18 +01:00
scrawl
90a99991d1
Use empty() instead of !size()
2016-02-22 19:06:12 +01:00
scrawl
3e854a84a2
Slightly more efficient applying of light state
2016-02-18 19:37:57 +01:00
scrawl
f93b7ec943
Fix light state issue
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GLSL does not respect gl_Disable(GL_LIGHTX), so we have to set unused lights to zero.
Sadly, this change makes the applying of the modelView matrix less efficient. So far I couldn't find a better solution, osg's state tracker keeps getting in the way. :(
2016-02-18 19:37:57 +01:00
scrawl
9376811213
Vertex lighting shader
2016-02-18 19:37:57 +01:00
scrawl
c4d38bb42d
Fix clang analyzer warnings
2016-02-16 19:17:04 +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
Marc Zinnschlag
da6dcfc49e
Merge remote-tracking branch 'scrawl/resource'
2016-02-10 16:23:38 +01:00
scrawl
afe533e670
Accept a const Object in UnrefQueue
2016-02-09 19:00:30 +01:00
scrawl
40a6e05e17
Use a deque instead of vector in UnrefQueue
2016-02-09 16:09:55 +01:00
scrawl
d11c2864df
Introduce UnrefQueue to handle the deleting of no longer needed objects in the background thread
2016-02-09 15:45:35 +01:00
scrawl
84f01b7527
Remove unneeded forward declaration
2016-02-08 16:27:28 +01:00
scrawl
b7e69cbc64
Refactor WorkQueue, merge WorkTicket and WorkItem
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Allow the caller to hold on to the WorkItem. This makes it possible for a derived WorkItem to store the result of the work within the WorkItem itself.
2016-02-06 22:42:45 +01:00
scrawl
e02f35264f
Work around OSG 3.2 not respecting the DEEP_COPY_CALLBACK flag ( Fixes #3183 )
2016-02-06 15:08:12 +01:00
scrawl
8360cccce7
Don't clone Drawable UpdateCallbacks twice
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The Drawable copy constructor takes care of that already.
2016-02-01 21:02:48 +01:00
scrawl
aec8c38461
Move observer_ptr include where it belongs
2016-01-25 21:03:33 +01:00
Tobias Kortkamp
0659687bfb
Some fixes for building on FreeBSD
2016-01-25 14:13:16 +01:00
scrawl
458a305bff
OpenCS: add lighting mask
2016-01-11 23:14:43 +01:00
scrawl
e1c7165bfb
Fix bounds calculation for addLight to a transform node
2016-01-11 23:14:43 +01:00
scrawl
93cc08a09c
Lighting fix for LightListCallbacks attached to a Transform node
2016-01-11 23:10:16 +01:00
scrawl
3089aeccc4
Factor out SceneUtil::addLight
2016-01-11 23:10:16 +01:00
scrawl
438b30d6f0
Move configureLight to a separate file
2016-01-11 23:10:16 +01:00
scrawl
daa94cc50e
Fix cppcheck warnings
2016-01-03 20:19:38 +01:00
scrawl
0597c8fd9c
Pass a Vec4f by reference
2016-01-03 16:43:20 +01:00
scrawl
624809c8dc
Minor fix for error handling in skeleton.cpp
2015-12-08 16:50:54 +01:00
scrawl
e39f49a88f
OSG extensions namespace fixes
2015-12-06 15:27:43 +01:00
scrawl
c60f4ba7bd
Make RigGeometry bone references case-insensitive ( Fixes #3058 )
2015-12-05 15:02:35 +01:00
scrawl
258f7a2b42
LightController fixes
2015-12-05 00:38:06 +01:00
scrawl
4a9b37aa53
Fix copy constructor issue
2015-12-04 18:08:32 +01:00
scrawl
c442af09c5
Write more documentation for the lighting system
2015-12-04 18:08:32 +01:00
scrawl
8e9571d155
Double buffer the light StateAttributes and StateSets
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Fixes a race condition where the position of a light could jump a frame ahead.
2015-12-04 00:06:22 +01:00
scrawl
1f8ee9b8d1
StateSetUpdater: use the frameNumber
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More robust in case a node is updated twice in the same frame (e.g. because it has multiple parents).
2015-12-03 23:46:25 +01:00
scrawl
eb458bf9c8
Fix inactive RigGeometry not rendering correctly
2015-12-03 19:49:45 +01:00
scrawl
1b77428c59
Use const reference, thanks ace13
2015-11-24 03:42:35 +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