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Merge pull request #2263 from akortunov/actor_culling

Do not recreate shaders to update transparency
This commit is contained in:
Chris Djali 2019-03-26 14:13:50 +00:00 committed by GitHub
commit 1860d720bc
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2 changed files with 1 additions and 17 deletions

View File

@ -1798,17 +1798,13 @@ namespace MWRender
material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,alpha));
material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
stateset->addUniform(new osg::Uniform("colorMode", 0), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
mObjectRoot->setStateSet(stateset);
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
}
else
{
mObjectRoot->setStateSet(nullptr);
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
setRenderBin();

View File

@ -649,9 +649,6 @@ void NpcAnimation::updateParts()
if (wasArrowAttached)
attachArrow();
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
@ -914,9 +911,6 @@ void NpcAnimation::showWeapons(bool showWeapon)
attachArrow();
}
}
// Note: we will need to recreate shaders later if we use weapon sheathing anyway, so there is no point to update them here
if (mAlpha != 1.f && !mWeaponSheathing)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
else
{
@ -928,10 +922,6 @@ void NpcAnimation::showWeapons(bool showWeapon)
updateHolsteredWeapon(!mShowWeapons);
updateQuiver();
// Recreate shaders for invisible actors, otherwise sheath nodes will be visible
if (mAlpha != 1.f && mWeaponSheathing)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
void NpcAnimation::showCarriedLeft(bool show)
@ -949,8 +939,6 @@ void NpcAnimation::showCarriedLeft(bool show)
if (iter->getTypeName() == typeid(ESM::Light).name() && mObjectParts[ESM::PRT_Shield])
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
}
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
else
removeIndividualPart(ESM::PRT_Shield);