Test world changes and some other small fixes

This commit is contained in:
Tleety
2016-02-01 19:08:46 +01:00
parent c708f1582c
commit 8299b99e2f
4 changed files with 36 additions and 16 deletions
+1 -1
Submodule assets updated: 091ad5c01b...01a73005d4
+33 -11
View File
@@ -38,12 +38,12 @@
<Resource>Models/DirectionalLightWidget.mesh</Resource>
</c:Model>
<c:RaptorCopter>
<Speed>1.0499999523162842</Speed>
<Speed>1</Speed>
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Position X="2.1529963" Y="6.59221172" Z="0.169116676"/>
<Orientation X="4.16300011" Y="1939.05518" Z="0"/>
<Orientation X="4.16300011" Y="2654.78613" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -62,11 +62,31 @@
<Entity name="SecondaryWeapon">
<Components>
<c:Model>
<Resource>Models/SecondaryWeapon.mesh</Resource>
<Resource>Models/DefenderGunBlue.mesh</Resource>
</c:Model>
<c:Transform>
<Position X="-0.546139359" Y="0.853016734" Z="0.177482292"/>
<Orientation X="1.47266471" Y="0.524984181" Z="1.243698"/>
<Position X="-0.519181371" Y="0.803532183" Z="0.128527239"/>
<Orientation X="0.989000022" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
</Entity>
<Entity name="SecondaryWeaponRed">
<Components>
<c:ExplosionEffect>
<ColorByDistance>true</ColorByDistance>
<Velocity X="0.200000003" Y="0.200000003" Z="0.200000003"/>
<TimeSinceDeath>0.33345697685444975</TimeSinceDeath>
<EndColor A="1" B="1" G="0.627451003" R="0.686274529"/>
</c:ExplosionEffect>
<c:Model>
<Resource>Models/DefenderGunRed.mesh</Resource>
<Transparent>true</Transparent>
<NormalMap>false</NormalMap>
</c:Model>
<c:Transform>
<Position X="0.515922487" Y="0.787437975" Z="0.132855967"/>
<Orientation X="0.989000022" Y="0" Z="0"/>
</c:Transform>
</Components>
<Children/>
@@ -85,7 +105,7 @@
<Components>
<c:Animation>
<Name>Run</Name>
<Time>0.20192568323882343</Time>
<Time>0.051746205796625588</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
@@ -101,7 +121,7 @@
<Components>
<c:Animation>
<Name>Walk</Name>
<Time>0.86920473181046898</Time>
<Time>0.21902565989713363</Time>
<Speed>1</Speed>
</c:Animation>
<c:Model>
@@ -163,7 +183,7 @@
<Axis X="1" Y="1" Z="1"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="545.536804" Y="545.536804" Z="545.536804"/>
<Orientation X="1264.88269" Y="1264.88269" Z="1264.88269"/>
</c:Transform>
</Components>
<Children>
@@ -227,7 +247,7 @@
<Axis X="0" Y="1" Z="0"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="0" Y="341.83255" Z="0"/>
<Orientation X="0" Y="1061.18103" Z="0"/>
</c:Transform>
</Components>
<Children>
@@ -259,7 +279,7 @@
<Axis X="0.699999988" Y="1" Z="0.300000012"/>
</c:RaptorCopter>
<c:Transform>
<Orientation X="748.309875" Y="1069.01184" Z="320.704285"/>
<Orientation X="1251.85034" Y="1788.34839" Z="536.510132"/>
</c:Transform>
</Components>
<Children>
@@ -301,7 +321,9 @@
</Entity>
<Entity name="SceneColors">
<Components>
<c:SceneLight/>
<c:SceneLight>
<Gamma>2</Gamma>
</c:SceneLight>
<c:Transform/>
</Components>
<Children/>
-2
View File
@@ -26,8 +26,6 @@ void EditorRenderSystem::Update(double dt)
auto cSceneLight = m_World->GetComponents("SceneLight");
if (cSceneLight != nullptr) {
//these are hardcoded since they want special light treatment and a component just for widgets is stupid.
m_RenderFrame->Gamma = 2.2;
m_RenderFrame->Exposure = 1.0;
scene.AmbientColor = glm::vec4(0.8, 0.8, 0.8, 1.0);
}
+2 -2
View File
@@ -134,7 +134,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
continue;
}
//glDisable(GL_CULL_FACE);
glDisable(GL_CULL_FACE);
//Bind uniforms
BindExplosionUniforms(explosionHandle, explosionEffectJob, scene);
@@ -162,7 +162,7 @@ void DrawFinalPass::DrawModelRenderQueues(std::list<std::shared_ptr<RenderJob>>&
glBindVertexArray(explosionEffectJob->Model->VAO);
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, explosionEffectJob->Model->ElementBuffer);
glDrawElements(GL_TRIANGLES, explosionEffectJob->EndIndex - explosionEffectJob->StartIndex + 1, GL_UNSIGNED_INT, (void*)(explosionEffectJob->StartIndex*sizeof(unsigned int)));
//glEnable(GL_CULL_FACE);
glEnable(GL_CULL_FACE);
if(GLERROR("explosion effect end")) {
continue;
}