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don't pingpong depth function on character preview update
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parent
6360bdc859
commit
a6c7fcd436
@ -132,6 +132,12 @@ namespace MWRender
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newStateSet->addUniform(mNoAlphaUniform);
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}
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if (SceneUtil::getReverseZ() && stateset->getAttribute(osg::StateAttribute::DEPTH))
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{
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bool depthModified = false;
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osg::Depth* depth = static_cast<osg::Depth*>(stateset->getAttribute(osg::StateAttribute::DEPTH));
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depth->getUserValue("depthModified", depthModified);
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if (!depthModified)
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{
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if (!newStateSet)
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{
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@ -139,8 +145,8 @@ namespace MWRender
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node.setStateSet(newStateSet);
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}
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// Setup standard depth ranges
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osg::Depth* depth = static_cast<osg::Depth*>(stateset->getAttribute(osg::StateAttribute::DEPTH));
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osg::ref_ptr<osg::Depth> newDepth = new osg::Depth(*depth);
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switch (newDepth->getFunction())
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{
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case osg::Depth::LESS:
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@ -159,6 +165,8 @@ namespace MWRender
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break;
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}
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newStateSet->setAttribute(newDepth, osg::StateAttribute::ON);
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newDepth->setUserValue("depthModified", true);
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}
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}
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}
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traverse(node);
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