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Updates to component classes -
Shift from ghosted components to entity-managed for networking Initial implementation of Systems through the Mesh Component
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15 changed files with 706 additions and 312 deletions
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@ -38,6 +38,9 @@
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#include "T3D/gameBase/gameConnection.h"
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#include "math/mathUtils.h"
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#include "T3D/components/render/renderComponentInterface.h"
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#include "T3D/systems/render/meshRenderSystem.h"
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// For player object bounds workaround.
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#include "T3D/player.h"
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@ -358,6 +361,8 @@ void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZ
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if( gEditingMission && state->isDiffusePass() )
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objectMask = EDITOR_RENDER_TYPEMASK;
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MeshRenderSystem::render(this, state);
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// Update the zoning state and traverse zones.
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if( getZoneManager() )
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@ -106,17 +106,6 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
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object->prepRenderImage( this );
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}
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U32 interfaceCount = RenderComponentInterface::all.size();
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for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
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{
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Component* comp = dynamic_cast<Component*>(RenderComponentInterface::all[i]);
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if (comp->isClientObject() && comp->isActive())
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{
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RenderComponentInterface::all[i]->prepRenderImage(this);
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}
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}
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PROFILE_END();
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// Render what the objects have batched.
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