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put this back to a working state
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9bdb89df2e
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2 changed files with 4 additions and 4 deletions
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@ -185,8 +185,7 @@ void EntityRenderer::render(RenderArgs* args) {
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emit requestRenderUpdate();
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emit requestRenderUpdate();
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}
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}
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bool defaultMode = args->_renderMode == RenderArgs::DEFAULT_RENDER_MODE;
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if (_visible) {
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if (_visible && (defaultMode || !_cauterized)) {
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doRender(args);
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doRender(args);
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}
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}
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}
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}
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@ -1281,11 +1281,12 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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entity->updateModelBounds();
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entity->updateModelBounds();
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if (model->isVisible() != _visible) {
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bool visible = _visible && !_cauterized;
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if (model->isVisible() != visible) {
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// FIXME: this seems like it could be optimized if we tracked our last known visible state in
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// FIXME: this seems like it could be optimized if we tracked our last known visible state in
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// the renderable item. As it stands now the model checks it's visible/invisible state
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// the renderable item. As it stands now the model checks it's visible/invisible state
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// so most of the time we don't do anything in this function.
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// so most of the time we don't do anything in this function.
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model->setVisibleInScene(_visible, scene);
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model->setVisibleInScene(visible, scene);
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}
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}
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// TODO? early exit here when not visible?
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// TODO? early exit here when not visible?
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