Commit Graph

75 Commits

Author SHA1 Message Date
scrawl 58e0e8bd4e Enable vertex buffer objects in RigGeometry 2016-03-11 01:39:09 +01:00
scrawl 137dde7cf8 Include cleanup 2016-03-10 12:59:17 +01:00
scrawl 5824619a95 Clean up includes 2016-02-12 19:28:10 +01:00
scrawl 8b596dfcbe Remove support for OSG 3.2
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
scrawl daa94cc50e Fix cppcheck warnings 2016-01-03 20:19:38 +01:00
scrawl eb458bf9c8 Fix inactive RigGeometry not rendering correctly 2015-12-03 19:49:45 +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
scrawl 21e25f4756 Use the traversalNumber as frame number 2015-11-16 20:03:45 +01:00
scrawl 0409e5a043 Use OSG_VERSION_GREATER_EQUAL / LESS_THAN rather than MIN_VERSION_REQUIRED (cosmetic change) 2015-11-10 18:28:58 +01:00
scrawl 1200ff9186 RigGeometry: fix incorrect bounding box in the first frame
The default computeBound() was overriding the manually set bounding box.
2015-11-09 18:31:41 +01:00
scrawl 8e69c80bf6 Add framenumber checks in various cull callbacks, so we don't update more than once per frame when multiple cameras are used 2015-09-26 01:21:33 +02:00
scrawl a1e74a35a2 Revert "Use the WorkQueue to update skinning"
This reverts commit d52d0d9640.

Moving to branch
2015-06-10 19:08:56 +02:00
scrawl d52d0d9640 Use the WorkQueue to update skinning 2015-06-10 18:16:02 +02:00
scrawl 5de24552a8 Leak fix 2015-05-26 19:12:29 +02:00
scrawl 3dcb167066 Map rendering 2015-05-26 16:40:44 +02:00
scrawl 8d033f0558 Fix UpdateRigBounds not being copied properly 2015-05-20 03:12:42 +02:00
scrawl a98dc78cc5 Bounds fix 2015-04-30 15:46:16 +02:00
scrawl 83c6ba97c0 Disable skinning updates for actors beyond the AI processing distance 2015-04-30 00:10:24 +02:00
scrawl 63b69db617 Port skeleton based bounding boxes to the new skinning system
Not sure if going to keep this, there's a noticable performance impact.
2015-04-27 15:41:34 +02:00
scrawl b4a06bd78d Improve skinning performance 2015-04-25 19:32:07 +02:00
scrawl 04accb7652 Add LightController 2015-04-22 17:37:39 +02:00
scrawl 28643660d3 Change triangle indices to unsigned 2015-04-21 20:56:16 +02:00
scrawl eaa4316ff8 Move skinning code to SceneUtil 2015-04-21 20:30:48 +02:00