Translation gizmo transform functionality implemented

This commit is contained in:
parax0
2015-08-19 21:01:58 -04:00
parent 08dbdb337a
commit 63c8351dcf
23 changed files with 567 additions and 107 deletions

View File

@@ -140,10 +140,6 @@ void CRenderer::RenderBuckets(CCamera& Camera)
mTransparentBucket.Sort(Camera);
mTransparentBucket.Draw(mOptions);
mTransparentBucket.Clear();
// Clear depth buffer to enable more rendering passes
glDepthMask(GL_TRUE);
glClear(GL_DEPTH_BUFFER_BIT);
}
void CRenderer::RenderBloom()
@@ -331,6 +327,12 @@ void CRenderer::EndFrame()
gDrawCount = 0;
}
void CRenderer::ClearDepthBuffer()
{
glDepthMask(GL_TRUE);
glClear(GL_DEPTH_BUFFER_BIT);
}
// ************ PRIVATE ************
void CRenderer::InitFramebuffer()
{

View File

@@ -72,6 +72,7 @@ public:
void AddTransparentMesh(IRenderable *pRenderable, u32 AssetID, CAABox& AABox, ERenderCommand Command);
void BeginFrame();
void EndFrame();
void ClearDepthBuffer();
// Private
private:

View File

@@ -157,7 +157,6 @@ void CSceneManager::SetActiveArea(CGameArea* _area)
{
CScriptObject *pObj = pGenLayer->ObjectByIndex(o);
CScriptNode *Node = AddScriptObject(pObj);
Node->BuildLightList(mpArea);
// Add to map
mScriptNodeMap[pObj->InstanceID()] = Node;
@@ -165,9 +164,12 @@ void CSceneManager::SetActiveArea(CGameArea* _area)
}
PickEnvironmentObjects();
// Ensure script nodes have valid positions
// Ensure script nodes have valid positions + build light lists
for (auto it = mScriptNodeMap.begin(); it != mScriptNodeMap.end(); it++)
{
it->second->GeneratePosition();
it->second->BuildLightList(mpArea);
}
u32 NumLightLayers = mpArea->GetLightLayerCount();
CGraphics::sAreaAmbientColor = CColor::skBlack;