Merge fixes

This commit is contained in:
viktorljung
2016-02-10 13:44:47 +01:00
parent 49e6252ee1
commit afebf879a0
10 changed files with 348 additions and 241 deletions
+8 -11
View File
@@ -109,7 +109,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillPercentage
));
if (m_World->HasComponent(cModel.EntityID, "Shield")){
TODO Calc hash
explosionEffectJob->CalculateHash();
Jobs.ShieldObjects.push_back(explosionEffectJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
@@ -119,10 +119,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
TODO: Calc hash
Jobs.TransparentShieldedObjects.push_back(explosionEffectJob);
} else {
explosionEffectJob->CalculateHash();
explosionEffectJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(explosionEffectJob);
}
} else {
@@ -131,10 +130,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
TODO CALC HASH
Jobs.TransparentObjects.push_back(explosionEffectJob);
} else {
TODO CALC HASH
explosionEffectJob->CalculateHash();
Jobs.OpaqueObjects.push_back(explosionEffectJob);
}
}
@@ -150,7 +148,7 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
fillPercentage
));
if (m_World->HasComponent(cModel.EntityID, "Shield")) {
TODO: CALC HASH
modelJob->CalculateHash();
Jobs.ShieldObjects.push_back(modelJob);
} else if (m_World->HasComponent(cModel.EntityID, "Shielded")
|| m_World->HasComponent(cModel.EntityID, "Player")) {
@@ -160,10 +158,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
TODO CALC HASH
Jobs.TransparentShieldedObjects.push_back(modelJob);
} else {
modelJob->CalculateHash();
modelJob->CalculateHash();
Jobs.OpaqueShieldedObjects.push_back(modelJob);
}
} else {
@@ -172,10 +169,9 @@ void RenderSystem::fillModels(RenderScene::Queues &Jobs)
}
if (cModel["Transparent"]) {
CALC HASH
Jobs.TransparentObjects.push_back(modelJob);
} else {
CALC HASH
modelJob->CalculateHash();
Jobs.OpaqueObjects.push_back(modelJob);
}
}
@@ -298,7 +294,8 @@ void RenderSystem::Update(double dt)
fillModels(scene.Jobs);
fillPointLights(scene.Jobs.PointLight, m_World);
scene.OpaqueObjects.sort();
//TODO: Make sure all objects needed are also sorted.
scene.Jobs.OpaqueObjects.sort();
fillDirectionalLights(scene.Jobs.DirectionalLight, m_World);
fillText(scene.Jobs.Text, m_World);
m_RenderFrame->Add(scene);