mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
Generating image previews of image assets was failing DDS remove redundant check for stream status. STB requires the file to be free before being written to, move check to make sure we can open the path into gBitmap and remove FileStream checks from everywhere else.
584 lines
18 KiB
C++
584 lines
18 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "platform/platform.h"
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#include "ts/tsLastDetail.h"
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#include "renderInstance/renderPassManager.h"
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#include "ts/tsShapeInstance.h"
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#include "scene/sceneManager.h"
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#include "scene/sceneRenderState.h"
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#include "lighting/lightInfo.h"
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#include "renderInstance/renderImposterMgr.h"
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#include "gfx/gfxTransformSaver.h"
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#include "gfx/bitmap/ddsFile.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "gfx/gfxTextureManager.h"
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#include "math/mRandom.h"
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#include "core/stream/fileStream.h"
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#include "util/imposterCapture.h"
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#include "materials/materialManager.h"
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#include "materials/materialFeatureTypes.h"
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#include "console/consoleTypes.h"
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#include "console/engineAPI.h"
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GFXImplementVertexFormat( ImposterState )
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{
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addElement( "POSITION", GFXDeclType_Float4 );
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addElement( "ImposterParams", GFXDeclType_Float2, 0 );
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addElement( "ImposterUpVec", GFXDeclType_Float3, 1 );
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addElement( "ImposterRightVec", GFXDeclType_Float3, 2 );
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};
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Vector<TSLastDetail*> TSLastDetail::smLastDetails;
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bool TSLastDetail::smCanShadow = true;
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AFTER_MODULE_INIT( Sim )
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{
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Con::addVariable( "$pref::imposter::canShadow", TypeBool, &TSLastDetail::smCanShadow,
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"User preference which toggles shadows from imposters. Defaults to true.\n"
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"@ingroup Rendering\n" );
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}
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TSLastDetail::TSLastDetail( TSShape *shape,
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const String &cachePath,
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U32 numEquatorSteps,
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U32 numPolarSteps,
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F32 polarAngle,
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bool includePoles,
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S32 dl, S32 dim )
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{
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mNumEquatorSteps = getMax( numEquatorSteps, (U32)1 );
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mNumPolarSteps = numPolarSteps;
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mPolarAngle = polarAngle;
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mIncludePoles = includePoles;
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mShape = shape;
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mDl = dl;
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mDim = getMax( dim, (S32)32 );
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mRadius = mShape->mRadius;
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mCenter = mShape->center;
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mCachePath = cachePath;
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mDiffusePath = mCachePath + "_imposter.dds";
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mNormalPath = mCachePath + "_imposter_normals.dds";
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mMaterial = NULL;
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mMatInstance = NULL;
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// Store this in the static list.
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smLastDetails.push_back( this );
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}
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TSLastDetail::TSLastDetail(TSShape* shape,
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const String& cachePath,
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const String& diffusePath,
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const String& normalPath,
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U32 numEquatorSteps,
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U32 numPolarSteps,
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F32 polarAngle,
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bool includePoles,
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S32 dl, S32 dim)
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{
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mNumEquatorSteps = getMax(numEquatorSteps, (U32)1);
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mNumPolarSteps = numPolarSteps;
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mPolarAngle = polarAngle;
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mIncludePoles = includePoles;
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mShape = shape;
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mDl = dl;
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mDim = getMax(dim, (S32)32);
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mRadius = mShape->mRadius;
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mCenter = mShape->center;
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mCachePath = cachePath;
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mDiffusePath = diffusePath;
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mNormalPath = normalPath;
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mMaterial = NULL;
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mMatInstance = NULL;
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// Store this in the static list.
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smLastDetails.push_back(this);
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}
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TSLastDetail::~TSLastDetail()
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{
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SAFE_DELETE( mMatInstance );
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if ( mMaterial )
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mMaterial->deleteObject();
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// Remove ourselves from the list.
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Vector<TSLastDetail*>::iterator iter = T3D::find( smLastDetails.begin(), smLastDetails.end(), this );
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smLastDetails.erase( iter );
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}
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void TSLastDetail::render( const TSRenderState &rdata, F32 alpha )
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{
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// Early out if we have nothing to render.
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if ( alpha < 0.01f ||
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!mMatInstance ||
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mMaterial->mImposterUVs.size() == 0 )
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return;
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const MatrixF &mat = GFX->getWorldMatrix();
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// Post a render instance for this imposter... the special
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// imposter render manager will do the magic!
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RenderPassManager *renderPass = rdata.getSceneState()->getRenderPass();
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ImposterRenderInst *ri = renderPass->allocInst<ImposterRenderInst>();
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ri->mat = rdata.getSceneState()->getOverrideMaterial( mMatInstance );
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ri->state.alpha = alpha;
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// Store the up and right vectors of the rotation
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// and we'll generate the up vector in the shader.
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//
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// This is faster than building a quat on the
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// CPU and then rebuilding the matrix on the GPU.
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//
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// NOTE: These vector include scale.
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//
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mat.getColumn( 2, &ri->state.upVec );
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mat.getColumn( 0, &ri->state.rightVec );
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// We send the unscaled size and the vertex shader
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// will use the orientation vectors above to scale it.
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ri->state.halfSize = mRadius;
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// We use the center of the object bounds for
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// the center of the billboard quad.
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mat.mulP( mCenter, &ri->state.center );
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// We sort by the imposter type first so that RIT_Imposter and s
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// RIT_ImposterBatches do not get mixed together.
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//
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// We then sort by material.
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//
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ri->defaultKey = 1;
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ri->defaultKey2 = ri->mat->getStateHint();
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renderPass->addInst( ri );
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}
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void TSLastDetail::update( bool forceUpdate )
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{
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// This should never be called on a dedicated server or
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// anywhere else where we don't have a GFX device!
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AssertFatal( GFXDevice::devicePresent(), "TSLastDetail::update() - Cannot update without a GFX device!" );
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// Clear the materialfirst.
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SAFE_DELETE( mMatInstance );
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if ( mMaterial )
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{
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mMaterial->deleteObject();
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mMaterial = NULL;
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}
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// Make sure imposter textures have been flushed (and not just queued for deletion)
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TEXMGR->cleanupCache();
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// Get the real path to the source shape for doing modified time
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// comparisons... this might be different if the DAEs have been
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// deleted from the install.
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String shapeFile( mCachePath );
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if ( !Torque::FS::IsFile( shapeFile ) )
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{
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Torque::Path path(shapeFile);
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path.setExtension("cached.dts");
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shapeFile = path.getFullPath();
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if ( !Torque::FS::IsFile( shapeFile ) )
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{
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Con::errorf( "TSLastDetail::update - '%s' could not be found!", mCachePath.c_str() );
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return;
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}
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}
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// Do we need to update the imposter?
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const String diffuseMapPath = _getDiffuseMapPath();
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bool isFile = Platform::isFile(diffuseMapPath.c_str());
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if ( forceUpdate || !isFile || Platform::compareModifiedTimes( diffuseMapPath, shapeFile ) <= 0 )
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_update();
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// If the time check fails now then the update must have not worked.
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if ( Platform::compareModifiedTimes( diffuseMapPath, shapeFile ) < 0 )
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{
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Con::errorf( "TSLastDetail::update - Failed to create imposters for '%s'!", mCachePath.c_str() );
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return;
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}
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// Figure out what our vertex format will be.
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//
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// If we're on SM 3.0 we can do multiple vertex streams
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// and the performance win is big as we send 3x less data
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// on each imposter instance.
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//
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// The problem is SM 2.0 won't do this, so we need to
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// support fallback to regular single stream imposters.
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//
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//mImposterVertDecl.copy( *getGFXVertexFormat<ImposterCorner>() );
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//mImposterVertDecl.append( *getGFXVertexFormat<ImposterState>(), 1 );
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//mImposterVertDecl.getDecl();
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mImposterVertDecl.clear();
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mImposterVertDecl.copy( *getGFXVertexFormat<ImposterState>() );
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// Setup the material for this imposter.
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mMaterial = MATMGR->allocateAndRegister( String::EmptyString );
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mMaterial->mAutoGenerated = true;
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mMaterial->setDiffuseMapFile(diffuseMapPath, 0);
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mMaterial->setNormalMapFile(_getNormalMapPath(), 0);
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mMaterial->mImposterLimits.set( (mNumPolarSteps * 2) + 1, mNumEquatorSteps, mPolarAngle, mIncludePoles );
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mMaterial->mTranslucent = true;
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mMaterial->mTranslucentBlendOp = Material::None;
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mMaterial->mTranslucentZWrite = true;
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mMaterial->mDoubleSided = true;
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mMaterial->mAlphaTest = true;
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mMaterial->mAlphaRef = 84;
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// Create the material instance.
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FeatureSet features = MATMGR->getDefaultFeatures();
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features.addFeature( MFT_ImposterVert );
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mMatInstance = mMaterial->createMatInstance();
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if ( !mMatInstance->init( features, &mImposterVertDecl ) )
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{
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delete mMatInstance;
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mMatInstance = NULL;
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}
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// Get the diffuse texture and from its size and
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// the imposter dimensions we can generate the UVs.
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GFXTexHandle diffuseTex( diffuseMapPath, &GFXStaticTextureSRGBProfile, String::EmptyString );
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Point2I texSize( diffuseTex->getWidth(), diffuseTex->getHeight() );
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_validateDim();
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S32 downscaledDim = mDim >> GFXTextureManager::getTextureDownscalePower(&GFXStaticTextureSRGBProfile);
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// Ok... pack in bitmaps till we run out.
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Vector<RectF> imposterUVs;
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for ( S32 y=0; y+downscaledDim <= texSize.y; )
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{
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for ( S32 x=0; x+downscaledDim <= texSize.x; )
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{
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// Store the uv for later lookup.
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RectF info;
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info.point.set( (F32)x / (F32)texSize.x, (F32)y / (F32)texSize.y );
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info.extent.set( (F32)downscaledDim / (F32)texSize.x, (F32)downscaledDim / (F32)texSize.y );
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imposterUVs.push_back( info );
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x += downscaledDim;
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}
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y += downscaledDim;
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}
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AssertFatal( imposterUVs.size() != 0, "hey" );
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mMaterial->mImposterUVs = imposterUVs;
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}
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void TSLastDetail::_validateDim()
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{
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// Loop till they fit.
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S32 newDim = mDim;
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while ( true )
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{
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S32 maxImposters = ( smMaxTexSize / newDim ) * ( smMaxTexSize / newDim );
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S32 imposterCount = ( ((2*mNumPolarSteps) + 1 ) * mNumEquatorSteps ) + ( mIncludePoles ? 2 : 0 );
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if ( imposterCount <= maxImposters )
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break;
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// There are too many imposters to fit a single
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// texture, so we fail. These imposters are for
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// rendering small distant objects. If you need
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// a really high resolution imposter or many images
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// around the equator and poles, maybe you need a
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// custom solution.
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newDim /= 2;
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}
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if ( newDim != mDim )
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{
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Con::printf( "TSLastDetail::_validateDim - '%s' detail dimensions too big! Reduced from %d to %d.",
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mCachePath.c_str(),
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mDim, newDim );
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mDim = newDim;
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}
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}
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void TSLastDetail::_update()
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{
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// We're gonna render... make sure we can.
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bool sceneBegun = GFX->canCurrentlyRender();
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if ( !sceneBegun )
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GFX->beginScene();
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_validateDim();
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Vector<GBitmap*> bitmaps;
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Vector<GBitmap*> normalmaps;
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// We need to create our own instance to render with.
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TSShapeInstance *shape = new TSShapeInstance( mShape, true );
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// Animate the shape once.
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shape->animate( mDl );
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// So we don't have to change it everywhere.
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const GFXFormat format = GFXFormatR8G8B8A8;
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S32 imposterCount = ( ((2*mNumPolarSteps) + 1 ) * mNumEquatorSteps ) + ( mIncludePoles ? 2 : 0 );
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// Figure out the optimal texture size.
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Point2I texSize( smMaxTexSize, smMaxTexSize );
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while ( true )
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{
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Point2I halfSize( texSize.x / 2, texSize.y / 2 );
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U32 count = ( halfSize.x / mDim ) * ( halfSize.y / mDim );
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if ( count < imposterCount )
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{
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// Try half of the height.
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count = ( texSize.x / mDim ) * ( halfSize.y / mDim );
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if ( count >= imposterCount )
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texSize.y = halfSize.y;
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break;
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}
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texSize = halfSize;
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}
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GBitmap *imposter = NULL;
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GBitmap *normalmap = NULL;
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GBitmap destBmp( texSize.x, texSize.y, true, format );
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GBitmap destNormal( texSize.x, texSize.y, true, format );
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U32 mipLevels = destBmp.getNumMipLevels();
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ImposterCapture *imposterCap = new ImposterCapture();
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F32 equatorStepSize = M_2PI_F / (F32)mNumEquatorSteps;
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static const MatrixF topXfm( EulerF( -M_PI_F / 2.0f, 0, 0 ) );
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static const MatrixF bottomXfm( EulerF( M_PI_F / 2.0f, 0, 0 ) );
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MatrixF angMat;
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F32 polarStepSize = 0.0f;
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if ( mNumPolarSteps > 0 )
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polarStepSize = -( 0.5f * M_PI_F - mDegToRad( mPolarAngle ) ) / (F32)mNumPolarSteps;
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PROFILE_START(TSLastDetail_snapshots);
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S32 currDim = mDim;
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for ( S32 mip = 0; mip < mipLevels; mip++ )
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{
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if ( currDim < 1 )
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currDim = 1;
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dMemset( destBmp.getWritableBits(mip), 0, destBmp.getWidth(mip) * destBmp.getHeight(mip) * GFXFormat_getByteSize( format ) );
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dMemset( destNormal.getWritableBits(mip), 0, destNormal.getWidth(mip) * destNormal.getHeight(mip) * GFXFormat_getByteSize( format ) );
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bitmaps.clear();
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normalmaps.clear();
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F32 rotX = 0.0f;
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if ( mNumPolarSteps > 0 )
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rotX = -( mDegToRad( mPolarAngle ) - 0.5f * M_PI_F );
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// We capture the images in a particular order which must
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// match the order expected by the imposter renderer.
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imposterCap->begin( shape, mDl, currDim, mRadius, mCenter );
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for ( U32 j=0; j < (2 * mNumPolarSteps + 1); j++ )
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{
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F32 rotZ = -M_PI_F / 2.0f;
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for ( U32 k=0; k < mNumEquatorSteps; k++ )
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{
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angMat.mul( MatrixF( EulerF( rotX, 0, 0 ) ),
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MatrixF( EulerF( 0, 0, rotZ ) ) );
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imposterCap->capture( angMat, &imposter, &normalmap );
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bitmaps.push_back( imposter );
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normalmaps.push_back( normalmap );
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rotZ += equatorStepSize;
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}
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rotX += polarStepSize;
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if ( mIncludePoles )
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{
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imposterCap->capture( topXfm, &imposter, &normalmap );
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bitmaps.push_back(imposter);
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normalmaps.push_back( normalmap );
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imposterCap->capture( bottomXfm, &imposter, &normalmap );
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bitmaps.push_back( imposter );
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normalmaps.push_back( normalmap );
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}
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}
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imposterCap->end();
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Point2I atlasSize( destBmp.getWidth(mip), destBmp.getHeight(mip) );
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// Ok... pack in bitmaps till we run out.
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for ( S32 y=0; y+currDim <= atlasSize.y; )
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{
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for ( S32 x=0; x+currDim <= atlasSize.x; )
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{
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// Copy the next bitmap to the dest texture.
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GBitmap* cell = bitmaps.first();
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bitmaps.pop_front();
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destBmp.copyRect(cell, RectI( 0, 0, currDim, currDim ), Point2I( x, y ), 0, mip );
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delete cell;
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// Copy the next normal to the dest texture.
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GBitmap* cellNormalmap = normalmaps.first();
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normalmaps.pop_front();
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destNormal.copyRect(cellNormalmap, RectI( 0, 0, currDim, currDim ), Point2I( x, y ), 0, mip );
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delete cellNormalmap;
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// Did we finish?
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if ( bitmaps.empty() )
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break;
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x += currDim;
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}
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// Did we finish?
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if ( bitmaps.empty() )
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break;
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y += currDim;
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}
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// Next mip...
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currDim /= 2;
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}
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PROFILE_END(); // TSLastDetail_snapshots
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delete imposterCap;
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delete shape;
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// Should we dump the images?
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if ( Con::getBoolVariable( "$TSLastDetail::dumpImposters", false ) )
|
|
{
|
|
String imposterPath = _getDiffuseMapPath();
|
|
String normalsPath = _getNormalMapPath();
|
|
|
|
FileStream stream;
|
|
if (!destBmp.writeBitmap("png", imposterPath))
|
|
Con::errorf("TSLastDetail::_update() - failed to write imposter %s", imposterPath);
|
|
if (!destNormal.writeBitmap("png", normalsPath))
|
|
Con::errorf("TSLastDetail::_update() - failed to write normal %s", normalsPath);
|
|
}
|
|
|
|
// DEBUG: Some code to force usage of a test image.
|
|
//GBitmap* tempMap = GBitmap::load( "./forest/data/test1234.png" );
|
|
//tempMap->extrudeMipLevels();
|
|
//mTexture.set( tempMap, &GFXStaticTextureSRGBProfile, false );
|
|
//delete tempMap;
|
|
|
|
DDSFile *ddsDest = DDSFile::createDDSFileFromGBitmap( &destBmp );
|
|
ImageUtil::ddsCompress( ddsDest, GFXFormatBC2 );
|
|
|
|
DDSFile *ddsNormals = DDSFile::createDDSFileFromGBitmap( &destNormal );
|
|
ImageUtil::ddsCompress( ddsNormals, GFXFormatBC3 );
|
|
|
|
// Finally save the imposters to disk.
|
|
FileStream fs;
|
|
if ( fs.open( _getDiffuseMapPath(), Torque::FS::File::Write ) )
|
|
{
|
|
ddsDest->write( fs );
|
|
fs.close();
|
|
}
|
|
if ( fs.open( _getNormalMapPath(), Torque::FS::File::Write ) )
|
|
{
|
|
ddsNormals->write( fs );
|
|
fs.close();
|
|
}
|
|
|
|
delete ddsDest;
|
|
delete ddsNormals;
|
|
|
|
// If we did a begin then end it now.
|
|
if ( !sceneBegun )
|
|
GFX->endScene();
|
|
}
|
|
|
|
void TSLastDetail::deleteImposterCacheTextures()
|
|
{
|
|
const String diffuseMap = _getDiffuseMapPath();
|
|
if ( diffuseMap.length() )
|
|
dFileDelete( diffuseMap );
|
|
|
|
const String normalMap = _getNormalMapPath();
|
|
if ( normalMap.length() )
|
|
dFileDelete( normalMap );
|
|
}
|
|
|
|
void TSLastDetail::updateImposterImages( bool forceUpdate )
|
|
{
|
|
// Can't do it without GFX!
|
|
if ( !GFXDevice::devicePresent() )
|
|
return;
|
|
|
|
//D3DPERF_SetMarker( D3DCOLOR_RGBA( 0, 255, 0, 255 ), L"TSLastDetail::makeImposter" );
|
|
|
|
bool sceneBegun = GFX->canCurrentlyRender();
|
|
if ( !sceneBegun )
|
|
GFX->beginScene();
|
|
|
|
Vector<TSLastDetail*>::iterator iter = smLastDetails.begin();
|
|
for ( ; iter != smLastDetails.end(); iter++ )
|
|
(*iter)->update( forceUpdate );
|
|
|
|
if ( !sceneBegun )
|
|
GFX->endScene();
|
|
}
|
|
|
|
DefineEngineFunction( tsUpdateImposterImages, void, (bool forceUpdate), (false), "tsUpdateImposterImages( bool forceupdate )")
|
|
{
|
|
TSLastDetail::updateImposterImages(forceUpdate);
|
|
}
|
|
|
|
|