Added check on EntityItem::getEntitiesShouldFadeFunction and reactivated fade on model, voxels and polylines

This commit is contained in:
Olivier Prat 2017-07-31 15:31:37 +02:00
parent 1336582c6b
commit 8a2fd01e81
3 changed files with 18 additions and 8 deletions

View file

@ -32,7 +32,7 @@
#include "RenderableModelEntityItem.h"
#include "RenderableEntityItem.h"
//#define USE_FADE_EFFECT
#define USE_FADE_EFFECT
static CollisionRenderMeshCache collisionMeshCache;
@ -248,7 +248,9 @@ bool RenderableModelEntityItem::addToScene(const EntityItemPointer& self, const
_model->addToScene(scene, transaction, statusGetters);
#ifdef USE_FADE_EFFECT
if (!_hasTransitioned) {
transaction.addTransitionToItem(_myMetaItem, render::Transition::ELEMENT_ENTER_DOMAIN);
if (EntityItem::getEntitiesShouldFadeFunction()()) {
transaction.addTransitionToItem(_myMetaItem, render::Transition::ELEMENT_ENTER_DOMAIN);
}
_hasTransitioned = true;
}
#endif
@ -488,7 +490,9 @@ void RenderableModelEntityItem::render(RenderArgs* args) {
#ifdef USE_FADE_EFFECT
if (!_hasTransitioned) {
transaction.addTransitionToItem(_myMetaItem, render::Transition::ELEMENT_ENTER_DOMAIN);
if (EntityItem::getEntitiesShouldFadeFunction()()) {
transaction.addTransitionToItem(_myMetaItem, render::Transition::ELEMENT_ENTER_DOMAIN);
}
_hasTransitioned = true;
}
#endif

View file

@ -17,7 +17,7 @@
#include <PathUtils.h>
#include <PerfStat.h>
//#define USE_FADE_EFFECT
#define USE_FADE_EFFECT
#ifdef USE_FADE_EFFECT
# include <FadeEffect.h>
#endif
@ -249,7 +249,9 @@ bool RenderablePolyLineEntityItem::addToScene(const EntityItemPointer& self,
transaction.resetItem(_myItem, renderPayload);
#ifdef USE_FADE_EFFECT
transaction.addTransitionToItem(_myItem, render::Transition::ELEMENT_ENTER_DOMAIN);
if (EntityItem::getEntitiesShouldFadeFunction()()) {
transaction.addTransitionToItem(_myItem, render::Transition::ELEMENT_ENTER_DOMAIN);
}
#endif
updateMesh();

View file

@ -20,7 +20,7 @@
#include <model-networking/SimpleMeshProxy.h>
#include "ModelScriptingInterface.h"
//#define USE_FADE_EFFECT
#define USE_FADE_EFFECT
#ifdef USE_FADE_EFFECT
# include <FadeEffect.h>
#endif
@ -814,7 +814,9 @@ bool RenderablePolyVoxEntityItem::addToScene(const EntityItemPointer& self,
transaction.resetItem(_myItem, renderPayload);
#ifdef USE_FADE_EFFECT
if (_mesh && _mesh->getIndexBuffer()._buffer) {
transaction.addTransitionToItem(_myItem, render::Transition::ELEMENT_ENTER_DOMAIN);
if (EntityItem::getEntitiesShouldFadeFunction()()) {
transaction.addTransitionToItem(_myItem, render::Transition::ELEMENT_ENTER_DOMAIN);
}
_hasTransitioned = true;
}
#endif
@ -1408,7 +1410,9 @@ void RenderablePolyVoxEntityItem::setMesh(model::MeshPointer mesh) {
if (!_hasTransitioned) {
render::Transaction transaction;
render::ScenePointer scene = AbstractViewStateInterface::instance()->getMain3DScene();
transaction.addTransitionToItem(_myItem, render::Transition::ELEMENT_ENTER_DOMAIN);
if (EntityItem::getEntitiesShouldFadeFunction()()) {
transaction.addTransitionToItem(_myItem, render::Transition::ELEMENT_ENTER_DOMAIN);
}
scene->enqueueTransaction(transaction);
_hasTransitioned = true;
}