scrawl
209e139aa8
Move double buffering implementation inside RigGeometry
...
The double buffering is an implementation detail so it should be handled as such, rather than mandating the scene graph to be structured in a certain way.
Override accept(NodeVisitor&) instead of using callbacks.
2017-09-01 21:42:34 +00:00
Ewan Higgs
38a2de3c51
convert std::autor_ptr to std::unique_ptr, originally by Ewan Higgs and updated by Bret Curtis
2017-06-09 16:49:25 +02:00
scrawl
cca75499ee
Clear the Skeleton's bone cache when a node is added/removed ( Fixes #3663 )
2016-12-16 20:09:20 +01:00
scrawl
8f62ea2e80
Fix for "RigGeometry rendering with no skeleton" errors
2016-07-02 20:19:55 +02:00
scrawl
6fa95e72c5
Pass the traversal number instead of the node visitor
2016-07-02 19:26:11 +02:00
scrawl
8791063110
Fix "RigGeometry rendering with no skeleton" warnings in rare cases
2016-02-29 18:20:56 +01:00
scrawl
e39f49a88f
OSG extensions namespace fixes
2015-12-06 15:27:43 +01:00
scrawl
43f9c7f295
Skip the Update traversal for inactive skeletons
2015-06-30 03:25:30 +02:00
scrawl
83c6ba97c0
Disable skinning updates for actors beyond the AI processing distance
2015-04-30 00:10:24 +02:00
scrawl
04accb7652
Add LightController
2015-04-22 17:37:39 +02:00
scrawl
102eadf91c
Add some comments
2015-04-21 20:42:50 +02:00
scrawl
eaa4316ff8
Move skinning code to SceneUtil
2015-04-21 20:30:48 +02:00