Updates to component classes -

Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
This commit is contained in:
Areloch 2018-01-28 14:57:02 -06:00
parent 4341428d53
commit 8eb442490a
15 changed files with 706 additions and 312 deletions

View file

@ -38,6 +38,9 @@
#include "T3D/gameBase/gameConnection.h"
#include "math/mathUtils.h"
#include "T3D/components/render/renderComponentInterface.h"
#include "T3D/systems/render/meshRenderSystem.h"
// For player object bounds workaround.
#include "T3D/player.h"
@ -358,6 +361,8 @@ void SceneManager::_renderScene( SceneRenderState* state, U32 objectMask, SceneZ
if( gEditingMission && state->isDiffusePass() )
objectMask = EDITOR_RENDER_TYPEMASK;
MeshRenderSystem::render(this, state);
// Update the zoning state and traverse zones.
if( getZoneManager() )

View file

@ -106,17 +106,6 @@ void SceneRenderState::renderObjects( SceneObject** objects, U32 numObjects )
object->prepRenderImage( this );
}
U32 interfaceCount = RenderComponentInterface::all.size();
for (U32 i = 0; i < RenderComponentInterface::all.size(); i++)
{
Component* comp = dynamic_cast<Component*>(RenderComponentInterface::all[i]);
if (comp->isClientObject() && comp->isActive())
{
RenderComponentInterface::all[i]->prepRenderImage(this);
}
}
PROFILE_END();
// Render what the objects have batched.