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keep tree locked until after endScene
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parent
b2f64b9362
commit
d97d1119c7
1 changed files with 25 additions and 23 deletions
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@ -258,37 +258,39 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode) {
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if (dontRenderAsScene) {
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OctreeRenderer::render(renderMode);
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} else {
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Model::startScene();
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RenderArgs args = { this, _viewFrustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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if (_tree) {
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Model::startScene();
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RenderArgs args = { this, _viewFrustum, getSizeScale(), getBoundaryLevelAdjust(), renderMode,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
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_tree->lockForRead();
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_tree->recurseTreeWithOperation(renderOperation, &args);
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Model::RenderMode modelRenderMode = renderMode == RenderArgs::SHADOW_RENDER_MODE
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? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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// we must call endScene while we still have the tree locked so that no one deletes a model
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// on us while rendering the scene
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Model::endScene(modelRenderMode, &args);
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_tree->unlock();
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}
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Model::RenderMode modelRenderMode = renderMode == RenderArgs::SHADOW_RENDER_MODE
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? Model::SHADOW_RENDER_MODE : Model::DEFAULT_RENDER_MODE;
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Model::endScene(modelRenderMode, &args);
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// stats...
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_meshesConsidered = args._meshesConsidered;
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_meshesRendered = args._meshesRendered;
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_meshesOutOfView = args._meshesOutOfView;
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_meshesTooSmall = args._meshesTooSmall;
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// stats...
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_meshesConsidered = args._meshesConsidered;
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_meshesRendered = args._meshesRendered;
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_meshesOutOfView = args._meshesOutOfView;
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_meshesTooSmall = args._meshesTooSmall;
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_elementsTouched = args._elementsTouched;
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_itemsRendered = args._itemsRendered;
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_itemsOutOfView = args._itemsOutOfView;
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_itemsTooSmall = args._itemsTooSmall;
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_elementsTouched = args._elementsTouched;
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_itemsRendered = args._itemsRendered;
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_itemsOutOfView = args._itemsOutOfView;
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_itemsTooSmall = args._itemsTooSmall;
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_materialSwitches = args._materialSwitches;
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_trianglesRendered = args._trianglesRendered;
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_quadsRendered = args._quadsRendered;
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_materialSwitches = args._materialSwitches;
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_trianglesRendered = args._trianglesRendered;
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_quadsRendered = args._quadsRendered;
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_translucentMeshPartsRendered = args._translucentMeshPartsRendered;
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_opaqueMeshPartsRendered = args._opaqueMeshPartsRendered;
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_translucentMeshPartsRendered = args._translucentMeshPartsRendered;
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_opaqueMeshPartsRendered = args._opaqueMeshPartsRendered;
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}
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}
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deleteReleasedModels(); // seems like as good as any other place to do some memory cleanup
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}
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