clang-format-bot
ddb0522bbf
Apply clang-format to code base
2022-09-22 21:35:26 +03:00
Bo Svensson
c9c8d02332
fixes a crash ( #3183 )
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This PR fixes a crash caused by the improperly ensured lifetime of RigGeometry::mSourceGeometry. mSourceGeometry was not adequate to ensure mSourceGeometry would outlive mGeometry because we extend mGeometrys lifetime beyond this lifetime by passing mGeometry to the draw traversal instead of this.
In addition,
We add important comments.
We detect and prevent generally unsafe operations in high level code.
We add a sprinkling of const to help clarify intentions.
2021-10-23 10:31:46 +02:00
Andrei Kortunov
8ca3c3b123
Mark overrided methods by override keyword
2020-10-16 22:18:54 +04:00
Alexei Dobrohotov
9f08dc9968
Revert "Merge branch 'skinning' into 'master'"
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This reverts merge request !327
2020-10-08 23:24:28 +00:00
Alexei Dobrohotov
6be808e301
RigGeometry: convert some pairs to structs
2020-10-08 03:05:59 +03:00
bzzt
d684f1a78f
terrainbased objectpaging
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Signed-off-by: Bret Curtis <psi29a@gmail.com>
2020-06-13 00:22:27 +02:00
Chris Djali
cb5a57e41b
Merge pull request #1547 from AnyOldName3/osgshadow-test-vdsm
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Shadows
2019-02-20 15:35:49 +00:00
Andrei Kortunov
60c9806d62
Share RigGeometry node data
2019-02-03 13:09:49 +04:00
AnyOldName3
8482236a82
Merge remote-tracking branch 'upstream/master' into osgshadow-test-vdsm
2019-01-24 23:09:23 +00:00
Andrei Kortunov
8e6fd348d1
RigGeometry optimization: optimize geometry optimization
2019-01-09 21:01:33 +04:00
Andrei Kortunov
254f01b89d
RigGeometry optimization: vector iteration is more cheap than map iteration
2019-01-09 11:52:11 +04:00
AnyOldName3
6286f5a1d4
Ensure RigGeometry child geometries have sensible bounds without actually computing them.
2018-08-08 23:24:57 +01:00
scrawl
6c79c0fb35
Add an empty compileGLObjects implementation to Rig/MorphGeometry to avoid unnecessary creation of display list done by osg
2018-04-18 12:36:08 +00:00
scrawl
2e58024f1c
Fix intersections with Rig/MorphGeometry, was caused by an issue in the LineSegmentIntersector not respecting the cullingActive flag of a drawable.
2017-09-03 14:14:15 +00:00
scrawl
4bef8260ab
Add const qualifiers
2017-09-01 21:42:36 +00:00
scrawl
209e139aa8
Move double buffering implementation inside RigGeometry
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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
scrawl
30b101b175
Fix build error in OSG_USE_FLOAT_MATRIX=OFF mode due to a double implicit conversion to double (pun doubly intended)
2017-02-03 06:49:34 +01:00
scrawl
84a92e665c
Improve performance in RigGeometry by optimizing for the most common case of identity geomToSkelMatrix
2017-02-03 02:18:44 +01:00
scrawl
d5f497c47d
Pass the node path instead of the node visitor
2016-07-02 19:27:19 +02:00
scrawl
cc0afe901f
Store a pointer to tangents array to avoid potential type casting issue
2016-03-23 17:03:04 +01:00
scrawl
d1f6169889
Add special handling of RigGeometry tangents in ShaderVisitor
2016-03-23 16:48:41 +01:00
scrawl
c73ec71123
Revert "Store the RigGeometry's source vertices and normals directly"
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This reverts commit 7a347e3483
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2016-03-22 23:28:57 +01:00
scrawl
60c8c4fdda
Revert "Animate tangents in RigGeometry"
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This reverts commit 9cf963b751
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2016-03-22 23:28:52 +01:00
scrawl
9cf963b751
Animate tangents in RigGeometry
2016-03-22 22:14:35 +01:00
scrawl
7a347e3483
Store the RigGeometry's source vertices and normals directly
2016-03-22 22:01:56 +01:00
scrawl
d986b1a48b
Add comment
2016-03-11 19:28:53 +01:00
scrawl
1abb77f8a1
Cleanup
2016-03-11 19:18:51 +01:00
scrawl
e39f49a88f
OSG extensions namespace fixes
2015-12-06 15:27:43 +01:00
scrawl
94e8560bf8
RigGeometry: do not allocate new NodePath every frame
2015-11-22 20:01:09 +01:00
scrawl
6d5aa272fc
RigGeometry: do not update the geomToSkelMatrix more than once per frame
2015-11-22 19:54:27 +01:00
scrawl
8e69c80bf6
Add framenumber checks in various cull callbacks, so we don't update more than once per frame when multiple cameras are used
2015-09-26 01:21:33 +02:00
scrawl
a1e74a35a2
Revert "Use the WorkQueue to update skinning"
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This reverts commit d52d0d9640
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Moving to branch
2015-06-10 19:08:56 +02:00
scrawl
d52d0d9640
Use the WorkQueue to update skinning
2015-06-10 18:16:02 +02:00
scrawl
5de24552a8
Leak fix
2015-05-26 19:12:29 +02:00
scrawl
83c6ba97c0
Disable skinning updates for actors beyond the AI processing distance
2015-04-30 00:10:24 +02:00
scrawl
63b69db617
Port skeleton based bounding boxes to the new skinning system
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Not sure if going to keep this, there's a noticable performance impact.
2015-04-27 15:41:34 +02:00
scrawl
b4a06bd78d
Improve skinning performance
2015-04-25 19:32:07 +02:00
scrawl
28643660d3
Change triangle indices to unsigned
2015-04-21 20:56:16 +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