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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-01-25 06:35:30 +00:00

remove unneeded render queue workaround

This commit is contained in:
scrawl 2012-03-27 13:13:28 +02:00
parent 18c2b5eb0a
commit e398c51f8a
2 changed files with 0 additions and 32 deletions

View File

@ -225,14 +225,6 @@ void OcclusionQuery::update(float duration)
mBBQuerySingleObject->setVisible(false);
// restore old render queues
for (std::vector<ObjectInfo>::iterator it=mObjectsInfo.begin();
it!=mObjectsInfo.end(); ++it)
{
if (!mRendering->getScene()->hasMovableObject((*it).name, (*it).typeName)) break;
mRendering->getScene()->getMovableObject((*it).name, (*it).typeName)->setRenderQueueGroup( (*it).oldRenderqueue );
}
mQuerySingleObjectStarted = false;
mQuerySingleObjectRequested = false;
}
@ -245,22 +237,6 @@ void OcclusionQuery::occlusionTest(const Ogre::Vector3& position, Ogre::SceneNod
mBBQuerySingleObject->setVisible(true);
// we don't want the object to occlude itself
// put it in a render queue _after_ the occlusion query
mObjectsInfo.clear();
for (int i=0; i<object->numAttachedObjects(); ++i)
{
ObjectInfo info;
MovableObject* obj = object->getAttachedObject(i);
info.name = obj->getName();
info.typeName = obj->getMovableType();
info.oldRenderqueue = obj->getRenderQueueGroup();
mObjectsInfo.push_back(info);
object->getAttachedObject(i)->setRenderQueueGroup(RENDER_QUEUE_MAIN+5);
}
mObjectNode->setPosition(position);
// scale proportional to camera distance, in order to always give the billboard the same size in screen-space
mObjectNode->setScale( Vector3(1,1,1)*(position - mRendering->getCamera()->getRealPosition()).length() );

View File

@ -18,13 +18,6 @@ namespace MWRender
///
/// \brief Implements hardware occlusion queries on the GPU
///
struct ObjectInfo
{
int oldRenderqueue;
std::string name;
std::string typeName;
};
class OcclusionQuery : public Ogre::RenderObjectListener, public Ogre::RenderQueueListener
{
public:
@ -75,7 +68,6 @@ namespace MWRender
float mSunVisibility;
Ogre::SceneNode* mObjectNode;
std::vector<ObjectInfo> mObjectsInfo;
bool mWasVisible;
bool mObjectWasVisible;