forked from bartvdbraak/blender
- for some reason navmesh wasnt drawing when VBO was enabled.
- fix navmesh crash (may well have been from own changes) - changing VBO's now redraws all windows - useful for checking if VBO draws differently.
This commit is contained in:
parent
bdd7c2d3f4
commit
f0cd9f987d
@ -3001,7 +3001,7 @@ static void navmesh_drawColored(DerivedMesh *dm)
|
||||
glEnable(GL_LIGHTING);*/
|
||||
|
||||
glDisable(GL_LIGHTING);
|
||||
if(GPU_buffer_legacy(dm) ) {
|
||||
/* if(GPU_buffer_legacy(dm) ) */ { /* TODO - VBO draw code, not high priority - campbell */
|
||||
DEBUG_VBO( "Using legacy code. drawNavMeshColored\n" );
|
||||
//glShadeModel(GL_SMOOTH);
|
||||
glBegin(glmode = GL_QUADS);
|
||||
@ -3062,8 +3062,10 @@ static DerivedMesh *navmesh_dm_createNavMeshForVisualization(DerivedMesh *dm)
|
||||
result = CDDM_copy(dm);
|
||||
if (!CustomData_has_layer(&result->faceData, CD_RECAST)) {
|
||||
int *sourceRecastData = (int*)CustomData_get_layer(&dm->faceData, CD_RECAST);
|
||||
CustomData_add_layer_named(&result->faceData, CD_RECAST, CD_DUPLICATE,
|
||||
sourceRecastData, maxFaces, "recastData");
|
||||
if (sourceRecastData) {
|
||||
CustomData_add_layer_named(&result->faceData, CD_RECAST, CD_DUPLICATE,
|
||||
sourceRecastData, maxFaces, "recastData");
|
||||
}
|
||||
}
|
||||
recastData = (int*)CustomData_get_layer(&result->faceData, CD_RECAST);
|
||||
|
||||
|
@ -946,6 +946,7 @@ static void rna_GameObjectSettings_physics_type_set(PointerRNA *ptr, int value)
|
||||
|
||||
if (was_navmesh != (ob->gameflag & OB_NAVMESH)) {
|
||||
if (ob->type == OB_MESH) {
|
||||
/* this is needed to refresh the derived meshes draw func */
|
||||
DAG_id_tag_update(ptr->id.data, OB_RECALC_DATA);
|
||||
WM_main_add_notifier(NC_OBJECT|ND_DRAW, ptr->id.data);
|
||||
}
|
||||
@ -1424,8 +1425,7 @@ static void rna_def_object_game_settings(BlenderRNA *brna)
|
||||
prop= RNA_def_property(srna, "physics_type", PROP_ENUM, PROP_NONE);
|
||||
RNA_def_property_enum_sdna(prop, NULL, "body_type");
|
||||
RNA_def_property_enum_items(prop, body_type_items);
|
||||
RNA_def_property_enum_funcs(prop, "rna_GameObjectSettings_physics_type_get",
|
||||
"rna_GameObjectSettings_physics_type_set", NULL);
|
||||
RNA_def_property_enum_funcs(prop, "rna_GameObjectSettings_physics_type_get", "rna_GameObjectSettings_physics_type_set", NULL);
|
||||
RNA_def_property_ui_text(prop, "Physics Type", "Selects the type of physical representation");
|
||||
RNA_def_property_update(prop, NC_LOGIC, NULL);
|
||||
|
||||
|
@ -2661,8 +2661,8 @@ static void rna_def_userdef_system(BlenderRNA *brna)
|
||||
|
||||
prop= RNA_def_property(srna, "use_vertex_buffer_objects", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflags", USER_DISABLE_VBO);
|
||||
RNA_def_property_ui_text(prop, "VBOs",
|
||||
"Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering");
|
||||
RNA_def_property_ui_text(prop, "VBOs", "Use Vertex Buffer Objects (or Vertex Arrays, if unsupported) for viewport rendering");
|
||||
RNA_def_property_update(prop, NC_WINDOW, NULL); /* this isnt essential but nice to check if VBO draws any differently */
|
||||
|
||||
prop= RNA_def_property(srna, "use_antialiasing", PROP_BOOLEAN, PROP_NONE);
|
||||
RNA_def_property_boolean_negative_sdna(prop, NULL, "gameflags", USER_DISABLE_AA);
|
||||
|
@ -102,7 +102,7 @@ SG_Controller *BL_CreateIPO(struct bAction *action, KX_GameObject* gameobj, KX_B
|
||||
rotmode = "rotation_axis_angle";
|
||||
drotmode = "delta_rotation_axis_angle";
|
||||
break;
|
||||
case ROT_MODE_QUAT:
|
||||
case ROT_MODE_QUAT: /* XXX, this isnt working, currently only eulers are supported [#28853] */
|
||||
rotmode = "rotation_quaternion";
|
||||
drotmode = "delta_rotation_quaternion";
|
||||
break;
|
||||
|
Loading…
Reference in New Issue
Block a user