cleaned up variant of https://github.com/GarageGames/Torque3D/pull/768 alterations: opengl support, in-shader bug-reporting, direction vector fit to material slider-bar.

This commit is contained in:
Azaezel 2014-12-21 14:07:42 -06:00
parent 949251b988
commit c6cdfafe4e
42 changed files with 2680 additions and 8 deletions

View file

@ -48,6 +48,7 @@
#include "materials/materialFeatureData.h"
#include "materials/materialFeatureTypes.h"
#include "console/engineAPI.h"
#include "T3D/accumulationVolume.h"
using namespace Torque;
@ -293,6 +294,13 @@ bool TSStatic::onAdd()
_updateShouldTick();
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::addObject(this);
}
return true;
}
@ -403,6 +411,13 @@ void TSStatic::onRemove()
{
SAFE_DELETE( mPhysicsRep );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::removeObject(this);
}
mConvexList->nukeList();
removeFromScene();
@ -562,6 +577,9 @@ void TSStatic::prepRenderImage( SceneRenderState* state )
rdata.setFadeOverride( 1.0f );
rdata.setOriginSort( mUseOriginSort );
// Acculumation
rdata.setAccuTex(mAccuTex);
// If we have submesh culling enabled then prepare
// the object space frustum to pass to the shape.
Frustum culler;
@ -649,6 +667,13 @@ void TSStatic::setTransform(const MatrixF & mat)
if ( mPhysicsRep )
mPhysicsRep->setTransform( mat );
// Accumulation
if ( isClientObject() && mShapeInstance )
{
if ( mShapeInstance->hasAccumulation() )
AccumulationVolume::updateObject(this);
}
// Since this is a static it's render transform changes 1
// to 1 with it's collision transform... no interpolation.
setRenderTransform(mat);