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Fix particles being animated twice in stereo render, see #43
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fd1d606154
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3 changed files with 17 additions and 4 deletions
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@ -826,7 +826,8 @@ private:
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void flushSSSModelRequests();
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void flushSSSModelRequests();
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// common vb for water display
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// common vb for water display
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CVertexBuffer _WaterVB;
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CVertexBuffer _WaterVB;
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bool _RequestParticlesAnimate;
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};
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};
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@ -191,6 +191,8 @@ CScene::CScene(bool bSmallScene) : LightTrav(bSmallScene)
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_WaterEnvMap = NULL;
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_WaterEnvMap = NULL;
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_GlobalSystemTime= 0.0;
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_GlobalSystemTime= 0.0;
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_RequestParticlesAnimate = false;
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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void CScene::release()
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void CScene::release()
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@ -381,6 +383,9 @@ void CScene::endPartRender()
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drv->activeVertexProgram(NULL);
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drv->activeVertexProgram(NULL);
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drv->activePixelProgram(NULL);
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drv->activePixelProgram(NULL);
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// Ensure nothing animates on subsequent renders
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_EllapsedTime = 0.f;
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/*
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/*
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uint64 total = PSStatsRegisterPSModelObserver +
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uint64 total = PSStatsRegisterPSModelObserver +
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PSStatsRemovePSModelObserver +
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PSStatsRemovePSModelObserver +
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@ -617,7 +622,11 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
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// loadBalance
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// loadBalance
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LoadBalancingTrav.traverse();
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LoadBalancingTrav.traverse();
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//
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//
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_ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems
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if (_RequestParticlesAnimate)
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{
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_ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems
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_RequestParticlesAnimate = false;
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}
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// Light
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// Light
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LightTrav.traverse();
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LightTrav.traverse();
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}
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}
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@ -863,6 +872,9 @@ void CScene::animate( TGlobalAnimationTime atTime )
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// Rendered part are invalidate
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// Rendered part are invalidate
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_RenderedPart = UScene::RenderNothing;
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_RenderedPart = UScene::RenderNothing;
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// Particles are animated later due to dependencies
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_RequestParticlesAnimate = true;
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}
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}
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@ -219,7 +219,8 @@ void releaseSky()
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// -- -- random note: update and render makes more sense than animate and update
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// -- -- random note: update and render makes more sense than animate and update
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void animateSky(double dt)
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void animateSky(double dt)
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{
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{
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if (!StereoDisplay) Clouds->anim(dt);
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if (!StereoHMD) Clouds->anim(dt);
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SkyScene->animate(AnimationTime);
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}
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}
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// this is actually render
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// this is actually render
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@ -232,7 +233,6 @@ void updateSky()
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skyCameraMatrix.setPos(CVector::Null);
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skyCameraMatrix.setPos(CVector::Null);
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SkyCamera.setMatrix(skyCameraMatrix);
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SkyCamera.setMatrix(skyCameraMatrix);
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SkyScene->animate(AnimationTime);
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SkyScene->render();
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SkyScene->render();
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// Must clear ZBuffer For incoming rendering.
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// Must clear ZBuffer For incoming rendering.
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Driver->clearZBuffer();
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Driver->clearZBuffer();
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