Remove old code for getting straight frame
With hardware skinning it is not necessary
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bfd57659eb
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28841d601d
@ -1228,8 +1228,7 @@ scene::IMeshSceneNode *IrrDriver::addMesh(scene::IMesh *mesh,
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const std::string& debug_name,
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scene::ISceneNode *parent,
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RenderInfo* render_info,
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bool all_parts_colorized,
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int frame_for_mesh)
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bool all_parts_colorized)
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{
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#ifdef SERVER_ONLY
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return m_scene_manager->addMeshSceneNode(mesh, parent);
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@ -1247,8 +1246,7 @@ scene::IMeshSceneNode *IrrDriver::addMesh(scene::IMesh *mesh,
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core::vector3df(0, 0, 0),
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core::vector3df(1.0f, 1.0f, 1.0f),
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true, render_info,
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all_parts_colorized,
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frame_for_mesh);
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all_parts_colorized);
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node->drop();
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return node;
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@ -255,8 +255,7 @@ public:
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const std::string& debug_name,
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scene::ISceneNode *parent = NULL,
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RenderInfo* render_info = NULL,
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bool all_parts_colorized = false,
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int frame_for_mesh = -1);
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bool all_parts_colorized = false);
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PerCameraNode *addPerCameraNode(scene::ISceneNode* node,
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scene::ICameraSceneNode* cam,
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scene::ISceneNode *parent = NULL);
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@ -52,14 +52,12 @@ STKMeshSceneNode::STKMeshSceneNode(irr::scene::IMesh* mesh, ISceneNode* parent,
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irr::s32 id, const std::string& debug_name,
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const irr::core::vector3df& position,
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const irr::core::vector3df& rotation,
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const irr::core::vector3df& scale, bool createGLMeshes, RenderInfo* render_info, bool all_parts_colorized,
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int frame_for_mesh) :
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const irr::core::vector3df& scale, bool createGLMeshes, RenderInfo* render_info, bool all_parts_colorized) :
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CMeshSceneNode(mesh, parent, mgr, id, position, rotation, scale)
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{
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isDisplacement = false;
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immediate_draw = false;
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update_each_frame = false;
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m_frame_for_mesh = frame_for_mesh;
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isGlow = false;
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m_got_animated_matrix = false;
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@ -262,18 +260,9 @@ void STKMeshSceneNode::updateGL()
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{
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if (isGLInitialized)
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return;
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scene::IAnimatedMesh* am = dynamic_cast<scene::IAnimatedMesh*>(Mesh);
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scene::IMesh* m = Mesh;
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if (am && m_frame_for_mesh > -1)
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for (u32 i = 0; i < Mesh->getMeshBufferCount(); ++i)
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{
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// Get the correct frame of animation for animated mesh
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m = am->getMesh(m_frame_for_mesh);
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}
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for (u32 i = 0; i < m->getMeshBufferCount(); ++i)
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{
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scene::IMeshBuffer* mb = m->getMeshBuffer(i);
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scene::IMeshBuffer* mb = Mesh->getMeshBuffer(i);
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if (!mb)
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continue;
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GLMesh &mesh = GLmeshes[i];
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@ -29,7 +29,6 @@ class STKMeshSceneNode : public irr::scene::CMeshSceneNode, public STKMeshCommon
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{
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protected:
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PtrVector<RenderInfo> m_static_render_info;
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int m_frame_for_mesh;
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bool m_got_animated_matrix;
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std::vector<GLMesh> GLmeshes;
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core::matrix4 ModelViewProjectionMatrix;
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@ -60,8 +59,7 @@ public:
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const irr::core::vector3df& rotation = irr::core::vector3df(0, 0, 0),
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const irr::core::vector3df& scale = irr::core::vector3df(1.0f, 1.0f, 1.0f),
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bool createGLMeshes = true,
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RenderInfo* render_info = NULL, bool all_parts_colorized = false,
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int frame_for_mesh = -1);
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RenderInfo* render_info = NULL, bool all_parts_colorized = false);
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virtual void render();
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virtual void setMesh(irr::scene::IMesh* mesh);
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virtual void OnRegisterSceneNode();
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@ -427,21 +427,16 @@ scene::ISceneNode* KartModel::attachModel(bool animated_models, bool always_anim
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: 0;
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scene::IMesh* main_frame = m_mesh;
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#ifndef SERVER_ONLY
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if (!CVS->isGLSL())
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{
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main_frame = m_mesh->getMesh(straight_frame);
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main_frame->setHardwareMappingHint(scene::EHM_STATIC);
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}
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#endif
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main_frame = m_mesh->getMesh(straight_frame);
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main_frame->setHardwareMappingHint(scene::EHM_STATIC);
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std::string debug_name;
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#ifdef DEBUG
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debug_name = m_model_filename + " (kart-model)";
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debug_name = m_model_filename + " (kart-model)";
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#endif
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node = irr_driver->addMesh(main_frame, debug_name,
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NULL /*parent*/, getRenderInfo(), false, straight_frame);
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NULL /*parent*/, getRenderInfo());
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#ifdef DEBUG
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node->setName(debug_name.c_str());
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