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Merge pull request #4551 from ZappoMan/neverCullAvatarParts
never cull mesh parts for avatars
This commit is contained in:
commit
86174d6a29
2 changed files with 8 additions and 15 deletions
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@ -2372,7 +2372,7 @@ int Model::renderMeshesForModelsInScene(gpu::Batch& batch, RenderMode mode, bool
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int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
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bool forceRenderSomeMeshes) {
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bool forceRenderMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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int meshPartsRendered = 0;
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@ -2395,7 +2395,7 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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pickPrograms(batch, mode, translucent, alphaThreshold, hasLightmap, hasTangents, hasSpecular, isSkinned,
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args, locations, skinLocations);
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meshPartsRendered = renderMeshesFromList(list, batch, mode, translucent, alphaThreshold,
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args, locations, skinLocations, forceRenderSomeMeshes);
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args, locations, skinLocations, forceRenderMeshes);
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GLBATCH(glUseProgram)(0);
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return meshPartsRendered;
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@ -2403,7 +2403,7 @@ int Model::renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, fl
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int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold, RenderArgs* args,
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Locations* locations, SkinLocations* skinLocations, bool forceRenderSomeMeshes) {
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Locations* locations, SkinLocations* skinLocations, bool forceRenderMeshes) {
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PROFILE_RANGE(__FUNCTION__);
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auto textureCache = DependencyManager::get<TextureCache>();
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@ -2439,21 +2439,14 @@ int Model::renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMod
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// if we got here, then check to see if this mesh is in view
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if (args) {
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bool shouldRender = true;
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bool forceRender = false;
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args->_meshesConsidered++;
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if (args->_viewFrustum) {
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// NOTE: This is a hack to address the fact that for avatar meshes, the _calculatedMeshBoxes can be wrong
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// for some meshes. Those meshes where the mesh's modelTransform is the identity matrix, and will have
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// incorrectly calculated mesh boxes. In this case, we will ignore the box and assume it's visible.
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if (forceRenderSomeMeshes && (geometry.meshes.at(i).modelTransform == glm::mat4())) {
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forceRender = true;
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}
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shouldRender = forceRender || args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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shouldRender = forceRenderMeshes ||
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args->_viewFrustum->boxInFrustum(_calculatedMeshBoxes.at(i)) != ViewFrustum::OUTSIDE;
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if (shouldRender && !forceRender) {
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if (shouldRender && !forceRenderMeshes) {
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float distance = args->_viewFrustum->distanceToCamera(_calculatedMeshBoxes.at(i).calcCenter());
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shouldRender = !_viewState ? false : _viewState->shouldRenderMesh(_calculatedMeshBoxes.at(i).getLargestDimension(),
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distance);
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@ -460,14 +460,14 @@ private:
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bool renderCore(float alpha, RenderMode mode, RenderArgs* args);
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int renderMeshes(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args = NULL,
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bool forceRenderSomeMeshes = false);
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bool forceRenderMeshes = false);
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void setupBatchTransform(gpu::Batch& batch);
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QVector<int>* pickMeshList(bool translucent, float alphaThreshold, bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned);
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int renderMeshesFromList(QVector<int>& list, gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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RenderArgs* args, Locations* locations, SkinLocations* skinLocations,
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bool forceRenderSomeMeshes = false);
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bool forceRenderMeshes = false);
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static void pickPrograms(gpu::Batch& batch, RenderMode mode, bool translucent, float alphaThreshold,
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bool hasLightmap, bool hasTangents, bool hasSpecular, bool isSkinned, RenderArgs* args,
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