Cleaned up render-to-texture code. It should be much more efficient for kart rendering, and also code should be easier to read. @Joerg: I think I didn't break your RTT bits but better check *blush*
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3948 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -279,121 +279,6 @@ scene::ISceneNode *IrrDriver::addMesh(scene::IMesh *mesh)
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return m_scene_manager->addMeshSceneNode(mesh);
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} // addMesh
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// ----------------------------------------------------------------------------
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/** Begins a rendering to a texture.
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* \param dimension The size of the texture.
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* \param name Name of the texture.
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*/
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#ifdef IRR_SVN
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void IrrDriver::beginRenderToTexture(const core::dimension2du &dimension,
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const std::string &name)
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#else
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void IrrDriver::beginRenderToTexture(const core::dimension2di &dimension,
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const std::string &name)
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#endif
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{
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m_render_target_texture = m_video_driver->addRenderTargetTexture(dimension,
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name.c_str());
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m_device->getVideoDriver()->setRenderTarget(m_render_target_texture);
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} // beginRenderToTexture
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// ----------------------------------------------------------------------------
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/** Does the actual rendering to a texture, and switches the rendering system
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* back to render on the screen.
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* \return A pointer to the texture on which the scene was rendered.
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*/
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video::ITexture *IrrDriver::endRenderToTexture()
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{
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m_scene_manager->drawAll();
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m_device->getVideoDriver()->setRenderTarget(0, false, false);
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return m_render_target_texture;
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} // endRenderToTexture
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// ----------------------------------------------------------------------------
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/** Renders a given vector of meshes onto a texture. Parameters:
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* \param mesh Vector of meshes to render.
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* \param mesh_location For each mesh the location where it should be
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* positioned.
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* \param target The texture to render the meshes to.
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* \param angle Heading for all meshes.
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*/
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void IrrDriver::renderToTexture(ptr_vector<scene::IMesh, REF>& mesh,
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std::vector<Vec3>& mesh_location,
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ITexture* target, float angle)
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{
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scene::ISceneNode* main_node = NULL;
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const int mesh_amount = mesh.size();
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for(int n=0; n<mesh_amount; n++)
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{
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scene::ISceneNode* node = addMesh(mesh.get(n));
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if(main_node == NULL)
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{
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main_node = node;
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}
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else
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{
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node->setParent(main_node);
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}
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node->setPosition( mesh_location[n].toIrrVector() );
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node->updateAbsolutePosition();
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}
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main_node->setScale( core::vector3df(50.0f, 50.0f, 50.0f) );
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main_node->setRotation( core::vector3df(0, angle, 0) );
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//vector3d< f32 > modelsize = mesh->getBoundingBox().getExtent();
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//std::cout << "box size " << modelsize.X*50.0 << ", " << modelsize.Y*50.0 << ", " << modelsize.Z*50.0 << std::endl;
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getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
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const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
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scene::ILightSceneNode* light = getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f), 10000.0f /* radius */);
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//light->setLightType(ELT_DIRECTIONAL); // ELT_DIRECTIONAL , ELT_POINT
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//light->getLightData().AmbientColor = irr::video::SColorf(0.5f, 0.5f, 0.5f, 1.0f);
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//light->getLightData().Attenuation = core::vector3df(10, 10, 10);
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light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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light->getLightData().SpecularColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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main_node->setMaterialFlag(EMF_GOURAUD_SHADING , true);
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main_node->setMaterialFlag(EMF_LIGHTING, true);
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// node->setMaterialFlag(EMF_LIGHTING, true);
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const int materials = main_node->getMaterialCount();
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for(int n=0; n<materials; n++)
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{
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main_node->getMaterial(n).setFlag(EMF_LIGHTING, true);
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main_node->getMaterial(n).Shininess = 200.0f; // set size of specular highlights
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main_node->getMaterial(n).SpecularColor.set(255,150,150,150);
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main_node->getMaterial(n).DiffuseColor.set(255,150,150,150);
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//node->getMaterial(n).setFlag(EMF_NORMALIZE_NORMALS , true);
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main_node->getMaterial(n).setFlag(EMF_GOURAUD_SHADING , true);
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main_node->getMaterial(n).GouraudShading = true;
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}
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ICameraSceneNode* camera = m_scene_manager->addCameraSceneNode();
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camera->setPosition( core::vector3df(0.0, 30.0f, 70.0f) );
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camera->setUpVector( core::vector3df(0.0, 1.0, 0.0) );
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camera->setTarget( core::vector3df(0, 10, 0.0f) );
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camera->updateAbsolutePosition();
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m_device->getVideoDriver()->setRenderTarget(target);
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//m_device->getVideoDriver()->beginScene(true, true, video::SColor(0,0,0,0));
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m_scene_manager->drawAll();
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//m_device->getVideoDriver()->endScene();
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removeNode(main_node);
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removeCamera(camera);
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removeNode(light);
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m_device->getVideoDriver()->setRenderTarget(0, false, false);
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}
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// ----------------------------------------------------------------------------
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/** Creates a quad mesh buffer and adds it to the scene graph.
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*/
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@ -723,3 +608,133 @@ bool IrrDriver::OnEvent(const irr::SEvent &event)
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} // OnEvent
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// ----------------------------------------------------------------------------
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#if 0
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#pragma mark -
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#pragma mark RTT
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#endif
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// ----------------------------------------------------------------------------
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/** Begins a rendering to a texture.
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* \param dimension The size of the texture.
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* \param name Name of the texture.
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*/
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#ifdef IRR_SVN
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IrrDriver::RTTProvider::RTTProvider(const core::dimension2du &dimension,
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const std::string &name)
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#else
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IrrDriver::RTTProvider::RTTProvider(const core::dimension2di &dimension,
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const std::string &name)
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#endif
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{
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m_video_driver = irr_driver->getVideoDriver();
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m_render_target_texture = m_video_driver->addRenderTargetTexture(dimension,
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name.c_str());
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m_video_driver->setRenderTarget(m_render_target_texture);
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m_rtt_main_node = NULL;
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m_camera = NULL;
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m_light = NULL;
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}
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// ----------------------------------------------------------------------------
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IrrDriver::RTTProvider::~RTTProvider()
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{
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tearDownRTTScene();
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}
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// ----------------------------------------------------------------------------
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/** Sets up a given vector of meshes for render-to-texture. Parameters:
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* \param mesh Vector of meshes to render.
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* \param mesh_location For each mesh the location where it should be
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* positioned.
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*/
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void IrrDriver::RTTProvider::setupRTTScene(ptr_vector<scene::IMesh, REF>& mesh,
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std::vector<Vec3>& mesh_location)
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{
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m_rtt_main_node = NULL;
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const int mesh_amount = mesh.size();
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for (int n=0; n<mesh_amount; n++)
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{
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scene::ISceneNode* node = irr_driver->addMesh(mesh.get(n));
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if (m_rtt_main_node == NULL)
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{
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m_rtt_main_node = node;
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}
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else
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{
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node->setParent(m_rtt_main_node);
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}
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node->setPosition( mesh_location[n].toIrrVector() );
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node->updateAbsolutePosition();
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}
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m_rtt_main_node->setScale( core::vector3df(50.0f, 50.0f, 50.0f) );
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//vector3d< f32 > modelsize = mesh->getBoundingBox().getExtent();
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//std::cout << "box size " << modelsize.X*50.0 << ", " << modelsize.Y*50.0 << ", " << modelsize.Z*50.0 << std::endl;
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irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
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const core::vector3df &sun_pos = core::vector3df( 0, 200, 100.0f );
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m_light = irr_driver->getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f), 10000.0f /* radius */);
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//light->setLightType(ELT_DIRECTIONAL); // ELT_DIRECTIONAL , ELT_POINT
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//light->getLightData().AmbientColor = irr::video::SColorf(0.5f, 0.5f, 0.5f, 1.0f);
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//light->getLightData().Attenuation = core::vector3df(10, 10, 10);
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m_light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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m_light->getLightData().SpecularColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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m_rtt_main_node->setMaterialFlag(EMF_GOURAUD_SHADING , true);
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m_rtt_main_node->setMaterialFlag(EMF_LIGHTING, true);
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// node->setMaterialFlag(EMF_LIGHTING, true);
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const int materials = m_rtt_main_node->getMaterialCount();
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for (int n=0; n<materials; n++)
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{
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m_rtt_main_node->getMaterial(n).setFlag(EMF_LIGHTING, true);
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m_rtt_main_node->getMaterial(n).Shininess = 200.0f; // set size of specular highlights
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m_rtt_main_node->getMaterial(n).SpecularColor.set(255,150,150,150);
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m_rtt_main_node->getMaterial(n).DiffuseColor.set(255,150,150,150);
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//node->getMaterial(n).setFlag(EMF_NORMALIZE_NORMALS , true);
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m_rtt_main_node->getMaterial(n).setFlag(EMF_GOURAUD_SHADING , true);
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m_rtt_main_node->getMaterial(n).GouraudShading = true;
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}
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m_camera = irr_driver->getSceneManager()->addCameraSceneNode();
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m_camera->setPosition( core::vector3df(0.0, 30.0f, 70.0f) );
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m_camera->setUpVector( core::vector3df(0.0, 1.0, 0.0) );
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m_camera->setTarget( core::vector3df(0, 10, 0.0f) );
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m_camera->updateAbsolutePosition();
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}
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void IrrDriver::RTTProvider::tearDownRTTScene()
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{
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if (m_rtt_main_node != NULL) irr_driver->removeNode(m_rtt_main_node);
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if (m_camera != NULL) irr_driver->removeCamera(m_camera);
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if (m_light != NULL) irr_driver->removeNode(m_light);
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m_rtt_main_node = NULL;
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m_camera = NULL;
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m_light = NULL;
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}
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/**
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* Performs the actual render-to-texture
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* \param target The texture to render the meshes to.
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* \param angle (Optional) heading for all meshes.
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*/
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ITexture* IrrDriver::RTTProvider::renderToTexture(float angle)
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{
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m_video_driver->setRenderTarget(m_render_target_texture);
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irr_driver->getSceneManager()->drawAll();
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if (angle != -1) m_rtt_main_node->setRotation( core::vector3df(0, angle, 0) );
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m_video_driver->setRenderTarget(0, false, false);
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return m_render_target_texture;
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}
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@ -48,9 +48,7 @@ private:
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/** Irrlicht race font. */
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irr::gui::IGUIFont *m_race_font;
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/** A pointer to texture on which a scene is rendered. Only used
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* in between beginRenderToTexture() and endRenderToTexture calls. */
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video::ITexture *m_render_target_texture;
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void setAllMaterialFlags(scene::IAnimatedMesh *mesh) const;
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std::vector<VideoMode> m_modes;
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@ -115,22 +113,58 @@ public:
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*/
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unsigned int getRealTime() {return m_device->getTimer()->getRealTime(); }
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void renderToTexture(ptr_vector<scene::IMesh, REF>& mesh,
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std::vector<Vec3>& mesh_location,
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video::ITexture* target, float angle);
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#ifdef IRR_SVN
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void beginRenderToTexture(const core::dimension2du &dimension,
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const std::string &name);
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#else
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void beginRenderToTexture(const core::dimension2di &dimension,
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const std::string &name);
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#endif
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video::ITexture *endRenderToTexture();
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void draw2dTriangle(const core::vector2df &a, const core::vector2df &b,
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const core::vector2df &c,
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const video::ITexture *texture = NULL,
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const video::SColor *ca=NULL, const video::SColor *cb=NULL,
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const video::SColor *cc=NULL);
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// --------------------- RTT --------------------
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/**
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* Class that provides RTT (currently, only when no other 3D rendering in the main scene is required)
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* Provides an optional 'setupRTTScene' method to make it quick and easy to prepare rendering of 3D objects
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* but you can also manually set the scene/camera. If you use the factory 'setupRTTScene', cleanup can be
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* done through 'tearDownRTTScene' (destructor will also do this). If you set it up manually, you need
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* to clean it up manually.
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*/
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class RTTProvider
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{
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/** A pointer to texture on which a scene is rendered. Only used
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* in between beginRenderToTexture() and endRenderToTexture calls. */
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video::ITexture *m_render_target_texture;
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/** Main node of the RTT scene */
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scene::ISceneNode *m_rtt_main_node;
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scene::ICameraSceneNode *m_camera;
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scene::ILightSceneNode *m_light;
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/** Irrlicht video driver. */
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video::IVideoDriver *m_video_driver;
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public:
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#ifdef IRR_SVN
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RTTProvider(const core::dimension2du &dimension,
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const std::string &name);
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#else
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RTTProvider(const core::dimension2di &dimension,
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const std::string &name);
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#endif
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~RTTProvider();
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void setupRTTScene(ptr_vector<scene::IMesh, REF>& mesh,
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std::vector<Vec3>& mesh_location);
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/** Optional 'angle' parameter will rotate the object added *through setupRTTScene* */
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video::ITexture* renderToTexture(float angle=-1);
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void tearDownRTTScene();
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};
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}; // IrrDriver
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@ -23,11 +23,15 @@ using namespace GUIEngine;
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ModelViewWidget::ModelViewWidget()
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{
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m_type = WTYPE_MODEL_VIEW;
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m_rtt_provider = NULL;
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}
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// -----------------------------------------------------------------------------
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ModelViewWidget::~ModelViewWidget()
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{
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GUIEngine::needsUpdate.remove(this);
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delete m_rtt_provider;
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m_rtt_provider = NULL;
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}
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// -----------------------------------------------------------------------------
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void ModelViewWidget::add()
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@ -51,13 +55,6 @@ void ModelViewWidget::add()
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//m_element->setTabOrder(id);
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m_element->setTabGroup(false);
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m_element->setTabStop(false);
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std::string name = "model view "; name += m_properties[PROP_ID].c_str();
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#ifdef IRR_SVN
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m_texture = GUIEngine::getDriver()->addRenderTargetTexture( core::dimension2d< u32 >(512, 512), name.c_str() );
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#else
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m_texture = GUIEngine::getDriver()->addRenderTargetTexture( core::dimension2d< s32 >(512, 512), name.c_str() );
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#endif
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} // add
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// -----------------------------------------------------------------------------
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@ -65,6 +62,9 @@ void ModelViewWidget::clearModels()
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{
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m_models.clearWithoutDeleting();
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m_model_location.clear();
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delete m_rtt_provider;
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m_rtt_provider = NULL;
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}
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// -----------------------------------------------------------------------------
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void ModelViewWidget::addModel(irr::scene::IMesh* mesh, const Vec3& location)
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@ -81,14 +81,29 @@ void ModelViewWidget::addModel(irr::scene::IMesh* mesh, const Vec3& location)
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//mat.setFlag(EMF_NORMALIZE_NORMALS, true);
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((IGUIMeshViewer*)m_element)->setMaterial(mat);
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*/
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delete m_rtt_provider;
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m_rtt_provider = NULL;
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}
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// -----------------------------------------------------------------------------
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void ModelViewWidget::update(float delta)
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{
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angle += delta*25;
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if(angle > 360) angle -= 360;
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if (angle > 360) angle -= 360;
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irr_driver->renderToTexture(m_models, m_model_location, m_texture, angle);
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if (m_rtt_provider == NULL)
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{
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std::string name = "model view ";
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name += m_properties[PROP_ID].c_str();
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#ifdef IRR_SVN
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m_rtt_provider = new IrrDriver::RTTProvider(core::dimension2d< u32 >(512, 512), name );
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#else
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m_rtt_provider = new IrrDriver::RTTProvider(core::dimension2d< s32 >(512, 512), name );
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#endif
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m_rtt_provider->setupRTTScene(m_models, m_model_location);
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}
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m_texture = m_rtt_provider->renderToTexture(angle);
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((IGUIImage*)m_element)->setImage(m_texture);
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}
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@ -22,12 +22,14 @@
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#include <irrlicht.h>
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#include "graphics/irr_driver.hpp"
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#include "guiengine/widget.hpp"
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#include "utils/ptr_vector.hpp"
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using namespace irr;
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using namespace gui;
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namespace GUIEngine
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{
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/** A model view widget. See guiengine/engine.hpp for a detailed overview */
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@ -38,6 +40,9 @@ namespace GUIEngine
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std::vector<Vec3> m_model_location;
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video::ITexture* m_texture;
|
||||
|
||||
IrrDriver::RTTProvider* m_rtt_provider;
|
||||
|
||||
float angle;
|
||||
public:
|
||||
ModelViewWidget();
|
||||
|
@ -387,9 +387,9 @@ namespace KartSelectionScreen
|
||||
const int modelMaxWidth = w;
|
||||
const int bestSize = std::min(modelMaxWidth, modelMaxHeight);
|
||||
const int modelY = y + player_name_h + player_id_h;
|
||||
model_x = x + w/2 - (int)(bestSize*1.2f/2);
|
||||
model_x = x + w/2 - (int)(bestSize/2);
|
||||
model_y = modelY + modelMaxHeight/2 - bestSize/2;
|
||||
model_w = (int)(bestSize*1.2f); // FIXME : for some reason, it looks better this way, though full square should be ok
|
||||
model_w = (int)(bestSize);
|
||||
model_h = bestSize;
|
||||
|
||||
kart_name_x = x;
|
||||
|
@ -82,11 +82,11 @@ void RaceGUI::createMarkerTexture()
|
||||
|
||||
int radius = (m_marker_rendered_size>>1)-1;
|
||||
#ifdef IRR_SVN
|
||||
irr_driver->beginRenderToTexture(core::dimension2du(m_marker_rendered_size * npower2,
|
||||
IrrDriver::RTTProvider rttProvider(core::dimension2du(m_marker_rendered_size * npower2,
|
||||
m_marker_rendered_size),
|
||||
"RaceGUI::markers");
|
||||
#else
|
||||
irr_driver->beginRenderToTexture(core::dimension2di(m_marker_rendered_size * npower2,
|
||||
IrrDriver::RTTProvider rttProvider(core::dimension2di(m_marker_rendered_size * npower2,
|
||||
m_marker_rendered_size),
|
||||
"RaceGUI::markers");
|
||||
#endif
|
||||
@ -125,7 +125,7 @@ void RaceGUI::createMarkerTexture()
|
||||
#endif
|
||||
}
|
||||
|
||||
m_marker = irr_driver->endRenderToTexture();
|
||||
m_marker = rttProvider.renderToTexture();
|
||||
irr_driver->removeCamera(camera);
|
||||
} // createMarkerTexture
|
||||
|
||||
|
@ -421,7 +421,7 @@ video::ITexture *QuadGraph::makeMiniMap(const core::dimension2di &dimension,
|
||||
const video::SColor &fill_color)
|
||||
#endif
|
||||
{
|
||||
irr_driver->beginRenderToTexture(dimension, name);
|
||||
IrrDriver::RTTProvider rttProvider(dimension, name);
|
||||
createMesh();
|
||||
video::S3DVertex *v = (video::S3DVertex*)m_mesh_buffer->getVertices();
|
||||
for(unsigned int i=0; i<m_mesh_buffer->getVertexCount(); i++)
|
||||
@ -446,7 +446,9 @@ video::ITexture *QuadGraph::makeMiniMap(const core::dimension2di &dimension,
|
||||
camera->setPosition(core::vector3df(center.getX(), bb_max.getZ(), center.getY()));
|
||||
camera->setUpVector(core::vector3df(0,0,1));
|
||||
camera->setTarget(core::vector3df(center.getX(),0,center.getY()));
|
||||
video::ITexture *texture=irr_driver->endRenderToTexture();
|
||||
|
||||
video::ITexture *texture = rttProvider.renderToTexture();
|
||||
|
||||
cleanupDebugMesh();
|
||||
irr_driver->removeCamera(camera);
|
||||
m_min_coord = bb_min;
|
||||
|
Loading…
Reference in New Issue
Block a user