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Merge pull request #2263 from akortunov/actor_culling
Do not recreate shaders to update transparency
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commit
1860d720bc
@ -1798,17 +1798,13 @@ namespace MWRender
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material->setDiffuse(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,alpha));
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material->setAmbient(osg::Material::FRONT_AND_BACK, osg::Vec4f(1,1,1,1));
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stateset->setAttributeAndModes(material, osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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stateset->addUniform(new osg::Uniform("colorMode", 0), osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
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mObjectRoot->setStateSet(stateset);
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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}
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else
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{
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mObjectRoot->setStateSet(nullptr);
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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setRenderBin();
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@ -649,9 +649,6 @@ void NpcAnimation::updateParts()
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if (wasArrowAttached)
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attachArrow();
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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@ -914,9 +911,6 @@ void NpcAnimation::showWeapons(bool showWeapon)
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attachArrow();
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}
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}
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// Note: we will need to recreate shaders later if we use weapon sheathing anyway, so there is no point to update them here
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if (mAlpha != 1.f && !mWeaponSheathing)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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else
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{
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@ -928,10 +922,6 @@ void NpcAnimation::showWeapons(bool showWeapon)
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updateHolsteredWeapon(!mShowWeapons);
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updateQuiver();
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// Recreate shaders for invisible actors, otherwise sheath nodes will be visible
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if (mAlpha != 1.f && mWeaponSheathing)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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void NpcAnimation::showCarriedLeft(bool show)
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@ -949,8 +939,6 @@ void NpcAnimation::showCarriedLeft(bool show)
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if (iter->getTypeName() == typeid(ESM::Light).name() && mObjectParts[ESM::PRT_Shield])
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addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
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}
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if (mAlpha != 1.f)
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mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
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}
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else
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removeIndividualPart(ESM::PRT_Shield);
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