Fill Matrix data before rendering Scene

This commit is contained in:
vlj 2014-05-24 02:23:48 +02:00
parent 8417fd3394
commit 0acc7d18d0
2 changed files with 2 additions and 1 deletions

View File

@ -354,7 +354,6 @@ private:
void renderTransparent();
void renderParticles();
void computeSunVisibility();
void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
void renderShadows();
void renderGlow(std::vector<GlowData>& glows);
void renderSSAO();
@ -676,6 +675,7 @@ public:
void onUnloadWorld();
void renderScene(scene::ICameraSceneNode * const camnode, std::vector<GlowData>& glows, float dt, bool hasShadows);
void computeCameraMatrix(scene::ICameraSceneNode * const camnode, size_t width, size_t height);
// --------------------- RTT --------------------
/**

View File

@ -173,6 +173,7 @@ void ModelViewWidget::update(float delta)
irr_driver->getSceneManager()->setActiveCamera(m_camera);
std::vector<IrrDriver::GlowData> glows;
irr_driver->computeCameraMatrix(m_camera, 512, 512);
irr_driver->renderScene(m_camera, glows, GUIEngine::getLatestDt(), false);
m_frame_buffer = irr_driver->getPostProcessing()->render(m_camera);
glViewport(0, 0, UserConfigParams::m_width, UserConfigParams::m_height);