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remove cruft and fix typo in rebase
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parent
d801b3521c
commit
2f16aca114
3 changed files with 3 additions and 4 deletions
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@ -503,7 +503,7 @@ void EntityTreeRenderer::processEraseMessage(ReceivedMessage& message, const Sha
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std::static_pointer_cast<EntityTree>(_tree)->processEraseMessage(message, sourceNode);
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}
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ModelPointer EntityTreeRenderer::allocateModel(const QString& url, loadingPriority) {
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ModelPointer EntityTreeRenderer::allocateModel(const QString& url, float loadingPriority) {
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ModelPointer model = nullptr;
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// Only create and delete models on the thread that owns the EntityTreeRenderer
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@ -180,6 +180,7 @@ void RenderableModelEntityItem::doInitialModelSimulation() {
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_needsInitialSimulation = false;
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}
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/*
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// TODO: we need a solution for changes to the postion/rotation/etc of a model...
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// this current code path only addresses that in this setup case... not the changing/moving case
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bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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@ -197,6 +198,7 @@ bool RenderableModelEntityItem::readyToAddToScene(RenderArgs* renderArgs) {
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bool ready = !_needsInitialSimulation && _model && _model->readyToAddToScene();
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return ready;
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}
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*/
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class RenderableModelEntityItemMeta {
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public:
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@ -82,9 +82,6 @@ public:
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void setVisibleInScene(bool newValue, std::shared_ptr<render::Scene> scene);
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bool needsFixupInScene() const;
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bool readyToAddToScene(RenderArgs* renderArgs = nullptr) const {
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return !_needsReload && isRenderable() && isActive();
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}
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bool needsReload() const { return _needsReload; }
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bool initWhenReady(render::ScenePointer scene);
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bool addToScene(std::shared_ptr<render::Scene> scene,
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