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flip logic back around
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parent
0ad4cdc41b
commit
7c32d3c536
5 changed files with 10 additions and 10 deletions
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@ -87,7 +87,7 @@ void ModelOverlay::update(float deltatime) {
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if (_visibleDirty) {
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_visibleDirty = false;
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// don't show overlays in mirrors
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_model->setVisibleInScene(getVisible(), scene, render::ItemKey::VISIBLE_MASK_ALL & ~render::ItemKey::VISIBLE_MASK_1);
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_model->setVisibleInScene(getVisible(), scene, render::ItemKey::VISIBLE_MASK_1);
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}
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if (_drawInFrontDirty) {
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_drawInFrontDirty = false;
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@ -1334,8 +1334,8 @@ void ModelEntityRenderer::doRenderUpdateSynchronousTyped(const ScenePointer& sce
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entity->stopModelOverrideIfNoParent();
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uint32_t viewVisiblityMask = _cauterized ?
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(render::ItemKey::VISIBLE_MASK_ALL & ~render::ItemKey::VISIBLE_MASK_0) : // draw in every view except the main one
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render::ItemKey::VISIBLE_MASK_ALL;
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render::ItemKey::VISIBLE_MASK_0 : // draw in every view except the main one
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render::ItemKey::VISIBLE_MASK_ALL; // draw in all views
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if (model->isVisible() != _visible || model->getViewVisibilityMask() != viewVisiblityMask) {
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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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@ -396,16 +396,16 @@ void ModelMeshPartPayload::setKey(bool isVisible, bool isLayered, uint8_t viewVi
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if (!isVisible) {
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builder.withInvisible();
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} else {
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if (!(viewVisiblityMask & render::ItemKey::VISIBLE_MASK_0)) {
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if (viewVisiblityMask & render::ItemKey::VISIBLE_MASK_0) {
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builder.withInvisible(render::ItemKey::INVISIBLE0 - render::ItemKey::INVISIBLE0);
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}
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if (!(viewVisiblityMask & render::ItemKey::VISIBLE_MASK_1)) {
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if (viewVisiblityMask & render::ItemKey::VISIBLE_MASK_1) {
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builder.withInvisible(render::ItemKey::INVISIBLE1 - render::ItemKey::INVISIBLE0);
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}
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if (!(viewVisiblityMask & render::ItemKey::VISIBLE_MASK_2)) {
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if (viewVisiblityMask & render::ItemKey::VISIBLE_MASK_2) {
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builder.withInvisible(render::ItemKey::INVISIBLE2 - render::ItemKey::INVISIBLE0);
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}
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if (!(viewVisiblityMask & render::ItemKey::VISIBLE_MASK_3)) {
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if (viewVisiblityMask & render::ItemKey::VISIBLE_MASK_3) {
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builder.withInvisible(render::ItemKey::INVISIBLE3 - render::ItemKey::INVISIBLE0);
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}
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}
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@ -674,13 +674,13 @@ void Model::setVisibleInScene(bool isVisible, const render::ScenePointer& scene,
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foreach (auto item, _modelMeshRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewVisibilityMask, isLayeredInFront,
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isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD, 14);
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD, viewVisibilityMask);
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});
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}
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foreach(auto item, _collisionRenderItemsMap.keys()) {
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transaction.updateItem<ModelMeshPartPayload>(item, [isVisible, viewVisibilityMask, isLayeredInFront,
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isLayeredInHUD](ModelMeshPartPayload& data) {
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD, 14);
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data.setKey(isVisible, isLayeredInFront || isLayeredInHUD, viewVisibilityMask);
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});
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}
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scene->enqueueTransaction(transaction);
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@ -389,7 +389,7 @@ protected:
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QUrl _url;
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bool _isVisible;
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uint32_t _viewVisibilityMask { 0 };
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uint8_t _viewVisibilityMask { 0 };
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gpu::Buffers _blendedVertexBuffers;
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