Merge pull request #2083 from Azaezel/loopyLODs

Sanity check to ensure detail levels shift in tandem for skinned meshes
This commit is contained in:
Areloch 2017-09-17 04:52:14 -05:00 committed by GitHub
commit 6db2f2f5bf
2 changed files with 6 additions and 6 deletions

View file

@ -811,7 +811,7 @@ void TSShapeInstance::MeshObjectInstance::render( S32 objectDetail,
// skin is dirty and needs to be updated. This should result
// in the skin only updating once per frame in most cases.
const U32 currTime = Sim::getCurrentTime();
bool isSkinDirty = currTime != mLastTime;
bool isSkinDirty = (currTime != mLastTime) || (objectDetail != mLastObjectDetail);
// Update active transform list for bones for GPU skinning
if ( mesh->getMeshType() == TSMesh::SkinMeshType )
@ -832,7 +832,7 @@ void TSShapeInstance::MeshObjectInstance::render( S32 objectDetail,
// Update the last render time.
mLastTime = currTime;
mLastObjectDetail = objectDetail;
GFX->popWorldMatrix();
}
@ -863,9 +863,9 @@ bool TSShapeInstance::MeshObjectInstance::bufferNeedsUpdate( S32 objectDetail )
return mesh && mesh->getMeshType() == TSMesh::SkinMeshType && currTime != mLastTime;
}
TSShapeInstance::MeshObjectInstance::MeshObjectInstance()
: meshList(0), object(0), frame(0), matFrame(0),
visible(1.0f), forceHidden(false), mLastTime( 0 )
TSShapeInstance::MeshObjectInstance::MeshObjectInstance()
: meshList(0), object(0), frame(0), matFrame(0),
visible(1.0f), forceHidden(false), mLastTime(0), mLastObjectDetail(0)
{
}

View file

@ -157,7 +157,7 @@ class TSShapeInstance
S32 frame;
S32 matFrame;
F32 visible;
S32 mLastObjectDetail;
/// If true this mesh is forced to be hidden
/// regardless of the animation state.
bool forceHidden;