//-------------------------------------------------------------------------- void Projectile::prepRenderImage( SceneRenderState* state ) { if (mHasExploded || mFadeValue <= (1.0/255.0)) return; if ( mDataBlock->lightDesc ) { mDataBlock->lightDesc->prepRender( state, &mLightState, getRenderTransform() ); } /* if ( mFlareData ) { mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness; mFlareState.scale = mFlareScale; mFlareState.lightInfo = mLight; mFlareState.lightMat = getTransform(); mFlareData->prepRender( state, &mFlareState ); } */ prepBatchRender( state ); }
//-------------------------------------------------------------------------- bool Projectile::prepRenderImage(SceneState* state, const U32 stateKey, const U32 /*startZone*/, const bool /*modifyBaseState*/) { if (isLastState(state, stateKey)) return false; setLastState(state, stateKey); if (mHidden == true || mFadeValue <= (1.0/255.0)) return false; // This should be sufficient for most objects that don't manage zones, and // don't need to return a specialized RenderImage... if (state->isObjectRendered(this)) { if ( mDataBlock->lightDesc ) { mDataBlock->lightDesc->prepRender( state, &mLightState, getRenderTransform() ); } /* if ( mFlareData ) { mFlareState.fullBrightness = mDataBlock->lightDesc->mBrightness; mFlareState.scale = mFlareScale; mFlareState.lightInfo = mLight; mFlareState.lightMat = getTransform(); mFlareData->prepRender( state, &mFlareState ); } */ prepBatchRender( state ); } return false; }