Example #1
0
void RAS_BucketManager::Renderbuckets(
	const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
	/* beginning each frame, clear (texture/material) caching information */
	rasty->ClearCachingInfo();

	RenderSolidBuckets(cameratrans, rasty, rendertools);	
	RenderAlphaBuckets(cameratrans, rasty, rendertools);	

	rendertools->SetClientObject(rasty, NULL);
}
Example #2
0
void RAS_BucketManager::Renderbuckets(
	const MT_Transform& cameratrans, RAS_IRasterizer* rasty, RAS_IRenderTools* rendertools)
{
	/* beginning each frame, clear (texture/material) caching information */
	rasty->ClearCachingInfo();

	RenderSolidBuckets(cameratrans, rasty, rendertools);
	RenderAlphaBuckets(cameratrans, rasty, rendertools);

	/* All meshes should be up to date now */
	/* Don't do this while processing buckets because some meshes are split between buckets */
	BucketList::iterator bit;
	list<RAS_MeshSlot>::iterator mit;
	for (bit = m_SolidBuckets.begin(); bit != m_SolidBuckets.end(); ++bit) {
		/* This (and the similar lines of code for the alpha buckets) is kind of a hacky fix for #34382. If we're
		 * drawing shadows and the material doesn't cast shadows, then the mesh is still modified, so we don't want to
		 * set MeshModified to false yet. This will happen correctly in the main render pass.
		 */
		if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows())
			continue;

		for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
			mit->m_mesh->SetMeshModified(false);
		}
	}
	for (bit = m_AlphaBuckets.begin(); bit != m_AlphaBuckets.end(); ++bit) {
		if (rasty->GetDrawingMode() == RAS_IRasterizer::KX_SHADOW && !(*bit)->GetPolyMaterial()->CastsShadows())
			continue;

		for (mit = (*bit)->msBegin(); mit != (*bit)->msEnd(); ++mit) {
			mit->m_mesh->SetMeshModified(false);
		}
	}
	

	rendertools->SetClientObject(rasty, NULL);
}