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add scene switch node
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1a4f351e3d
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@ -205,7 +205,9 @@ namespace MWRender
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mSceneRoot = sceneRoot;
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mSceneRoot = sceneRoot;
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sceneRoot->setStartLight(1);
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sceneRoot->setStartLight(1);
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mRootNode->addChild(sceneRoot);
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mSceneSwitch = new osg::Switch;
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mSceneSwitch->addChild(sceneRoot);
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mRootNode->addChild(mSceneSwitch);
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mPathgrid.reset(new Pathgrid(mRootNode));
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mPathgrid.reset(new Pathgrid(mRootNode));
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@ -815,12 +817,15 @@ namespace MWRender
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// so out of order calls are necessary to get a correct frameNumber for the next frame.
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// so out of order calls are necessary to get a correct frameNumber for the next frame.
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// refer to the advance() and frame() order in Engine::go()
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// refer to the advance() and frame() order in Engine::go()
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mSceneSwitch->setAllChildrenOff(); // don't render the scene for main camera
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mViewer->eventTraversal();
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mViewer->eventTraversal();
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mViewer->updateTraversal();
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mViewer->updateTraversal();
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mViewer->renderingTraversals();
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mViewer->renderingTraversals();
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callback->waitTillDone();
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callback->waitTillDone();
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mSceneSwitch->setAllChildrenOn();
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mViewer->getCamera()->setClearMask(maskBackup);
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mViewer->getCamera()->setClearMask(maskBackup);
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mViewer->getCamera()->setClearDepth(clearDepthBackup);
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mViewer->getCamera()->setClearDepth(clearDepthBackup);
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@ -224,6 +224,7 @@ namespace MWRender
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osgViewer::Viewer> mViewer;
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osg::ref_ptr<osg::Group> mRootNode;
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osg::ref_ptr<osg::Group> mRootNode;
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osg::ref_ptr<osg::Group> mSceneRoot;
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osg::ref_ptr<osg::Group> mSceneRoot;
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osg::ref_ptr<osg::Switch> mSceneSwitch;
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Resource::ResourceSystem* mResourceSystem;
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Resource::ResourceSystem* mResourceSystem;
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osg::ref_ptr<SceneUtil::WorkQueue> mWorkQueue;
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osg::ref_ptr<SceneUtil::WorkQueue> mWorkQueue;
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