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Initial implementation of the Scene object for handling scenes/levels in a more consistent and deliberate way.
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37 changed files with 509 additions and 140 deletions
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@ -38,6 +38,7 @@
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#include "scene/sceneRenderState.h"
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#include "renderInstance/renderBinManager.h"
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#include "T3D/Scene.h"
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IMPLEMENT_CONOBJECT(EditTSCtrl);
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ConsoleDocClass( EditTSCtrl,
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@ -795,15 +796,15 @@ void EditTSCtrl::_renderScene( ObjectRenderInst*, SceneRenderState *state, BaseM
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GFXTransformSaver saver;
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// render through console callbacks
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SimSet * missionGroup = static_cast<SimSet*>(Sim::findObject("MissionGroup"));
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if(missionGroup)
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Scene* scene = Scene::getRootScene();
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if(scene)
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{
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mConsoleRendering = true;
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// [ rene, 27-Jan-10 ] This calls onEditorRender on the server objects instead
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// of on the client objects which seems a bit questionable to me.
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for(SimSetIterator itr(missionGroup); *itr; ++itr)
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for(SimSetIterator itr(scene); *itr; ++itr)
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{
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SceneObject* object = dynamic_cast< SceneObject* >( *itr );
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if( object && object->isRenderEnabled() && !object->isHidden() )
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