Commit cda70972 authored by Daniel Buckmaster's avatar Daniel Buckmaster

Merge pull request #1087 from GarageGames/development-3.6

Version 3.6.3
parents d01b48c9 cae70a9c
......@@ -438,7 +438,7 @@ bool AIPlayer::getAIMove(Move *movePtr)
// Replicate the trigger state into the move so that
// triggers can be controlled from scripts.
for( S32 i = 0; i < MaxTriggerKeys; i++ )
for( U32 i = 0; i < MaxMountedImages; i++ )
movePtr->trigger[i] = getImageTriggerState(i);
mLastLocation = location;
......@@ -703,7 +703,7 @@ bool AIPlayer::checkInFoV(GameBase* target, F32 camFov, bool _checkEnabled)
// projection and box test.
shapeDir.normalize();
F32 dot = mDot(shapeDir, camDir);
return (dot > camFov);
return (dot > mCos(camFov));
}
DefineEngineMethod(AIPlayer, checkInFoV, bool, (ShapeBase* obj, F32 fov, bool checkEnabled), (NULL, 45.0f, false),
......
......@@ -182,9 +182,9 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
cam.getColumn(3, &camPos);
cam.getColumn(1, &camDir);
F32 camFov;
conn->getControlCameraFov(&camFov);
camFov = mDegToRad(camFov) / 2;
F32 camFovCos;
conn->getControlCameraFov(&camFovCos);
camFovCos = mCos(mDegToRad(camFovCos) / 2);
// Visible distance info & name fading
F32 visDistance = gClientSceneGraph->getVisibleDistance();
......@@ -236,7 +236,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
// projection and box test.
shapeDir.normalize();
F32 dot = mDot(shapeDir, camDir);
if (dot < camFov)
if (dot < camFovCos)
continue;
// Test to see if it's behind something, and we want to
......
......@@ -606,7 +606,7 @@ void ExplosionData::packData(BitStream* stream)
}
U32 count;
for(count = 0; count < EC_NUM_TIME_KEYS; count++)
if(times[i] >= 1)
if(times[count] >= 1)
break;
count++;
if(count > EC_NUM_TIME_KEYS)
......
......@@ -355,7 +355,7 @@ bool ParticleData::protectedSetSizes( void *object, const char *index, const cha
U32 i;
if (!index)
i = 0;
return (val >= 0.f && val <= MaxParticleSize);
else
i = dAtoui(index);
......@@ -371,7 +371,7 @@ bool ParticleData::protectedSetTimes( void *object, const char *index, const cha
U32 i;
if (!index)
i = 0;
return (val >= 0.f && val <= 1.f);
else
i = dAtoui(index);
......
......@@ -1825,22 +1825,22 @@ void ParticleEmitter::setupOriented( Particle *part,
lVerts->point = start + crossDir;
lVerts->color = partCol;
// Here and below, we copy UVs from particle datablock's texCoords (oriented)
lVerts->texCoord = part->dataBlock->texCoords[0];
lVerts->texCoord = part->dataBlock->texCoords[1];
++lVerts;
lVerts->point = start - crossDir;
lVerts->color = partCol;
lVerts->texCoord = part->dataBlock->texCoords[1];
lVerts->texCoord = part->dataBlock->texCoords[2];
++lVerts;
lVerts->point = end - crossDir;
lVerts->color = partCol;
lVerts->texCoord = part->dataBlock->texCoords[2];
lVerts->texCoord = part->dataBlock->texCoords[3];
++lVerts;
lVerts->point = end + crossDir;
lVerts->color = partCol;
lVerts->texCoord = part->dataBlock->texCoords[3];
lVerts->texCoord = part->dataBlock->texCoords[0];
++lVerts;
}
......
......@@ -239,7 +239,7 @@ void GameUpdateCameraFov()
F32 delta = time - sLastCameraUpdateTime;
// snap zoom?
if((sZoomSpeed == 0) || (delta <= 0.f))
if((sZoomSpeed == 0) || (delta <= 0.0f))
sCameraFov = sTargetFov;
else
{
......
......@@ -26,16 +26,18 @@
#include "core/stream/bitStream.h"
#include "console/engineAPI.h"
#include "lighting/lightInfo.h"
#include "lighting/lightQuery.h"
#include "math/mathUtils.h"
#include "math/mathIO.h"
#include "scene/sceneRenderState.h"
#include "gfx/gfxOcclusionQuery.h"
#include "gfx/gfxDrawUtil.h"
#include "gfx/gfxTextureManager.h"
#include "renderInstance/renderPassManager.h"
#include "T3D/gameBase/gameConnection.h"
#include "T3D/gameBase/processList.h"
#include "collision/collision.h"
#include "lighting/lightManager.h"
const U32 LightFlareData::LosMask = STATIC_COLLISION_TYPEMASK |
ShapeBaseObjectType |
......@@ -45,8 +47,6 @@ const U32 LightFlareData::LosMask = STATIC_COLLISION_TYPEMASK |
LightFlareState::~LightFlareState()
{
delete occlusionQuery;
delete fullPixelQuery;
}
void LightFlareState::clear()
......@@ -59,8 +59,6 @@ void LightFlareState::clear()
lightInfo = NULL;
worldRadius = -1.0f;
occlusion = -1.0f;
occlusionQuery = NULL;
fullPixelQuery = NULL;
}
Point3F LightFlareData::sBasePoints[] =
......@@ -296,47 +294,39 @@ bool LightFlareData::_testVisibility(const SceneRenderState *state, LightFlareSt
// for one-shot initialization of LightFlareState
if ( useOcclusionQuery )
{
if ( flareState->occlusionQuery == NULL )
flareState->occlusionQuery = GFX->createOcclusionQuery();
if ( flareState->fullPixelQuery == NULL )
flareState->fullPixelQuery = GFX->createOcclusionQuery();
// Always treat light as onscreen if using HOQ
// it will be faded out if offscreen anyway.
onScreen = true;
// NOTE: These queries frame lock us as we block to get the
// results. This is ok as long as long as we're not too GPU
// bound... else we waste CPU time here waiting for it when
// we could have been doing other CPU work instead.
needsRaycast = false;
// Test the hardware queries for rendered pixels.
U32 pixels = 0, fullPixels = 0;
GFXOcclusionQuery::OcclusionQueryStatus status = flareState->occlusionQuery->getStatus( true, &pixels );
flareState->fullPixelQuery->getStatus( true, &fullPixels );
if ( status != GFXOcclusionQuery::Occluded && fullPixels != 0 )
GFXOcclusionQuery::OcclusionQueryStatus status;
flareState->occlusionQuery.getLastStatus( false, &status, &pixels );
flareState->fullPixelQuery.getLastStatus( false, NULL, &fullPixels );
if ( status == GFXOcclusionQuery::NotOccluded && fullPixels != 0 )
*outOcclusionFade = mClampF( (F32)pixels / (F32)fullPixels, 0.0f, 1.0f );
// If we got a result then we don't need to fallback to the raycast.
if ( status != GFXOcclusionQuery::Unset )
needsRaycast = false;
// Setup the new queries.
RenderPassManager *rpm = state->getRenderPass();
OccluderRenderInst *ri = rpm->allocInst<OccluderRenderInst>();
ri->type = RenderPassManager::RIT_Occluder;
ri->query = flareState->occlusionQuery;
ri->query2 = flareState->fullPixelQuery;
ri->isSphere = true;
ri->position = lightPos;
if ( isVectorLight && flareState->worldRadius > 0.0f )
ri->scale.set( flareState->worldRadius );
else
ri->scale.set( mOcclusionRadius );
ri->orientation = rpm->allocUniqueXform( lightInfo->getTransform() );
if( !flareState->occlusionQuery.isWaiting() )
{
// Setup the new queries.
RenderPassManager *rpm = state->getRenderPass();
OccluderRenderInst *ri = rpm->allocInst<OccluderRenderInst>();
ri->type = RenderPassManager::RIT_Occluder;
ri->query = flareState->occlusionQuery.getQuery();
ri->query2 = flareState->fullPixelQuery.getQuery();
ri->isSphere = true;
ri->position = lightPos;
if ( isVectorLight && flareState->worldRadius > 0.0f )
ri->scale.set( flareState->worldRadius );
else
ri->scale.set( mOcclusionRadius );
ri->orientation = rpm->allocUniqueXform( lightInfo->getTransform() );
// Submit the queries.
state->getRenderPass()->addInst( ri );
// Submit the queries.
state->getRenderPass()->addInst( ri );
}
}
const Point3F &camPos = state->getCameraPosition();
......
......@@ -41,12 +41,14 @@
#ifndef _GFXSTATEBLOCK_H_
#include "gfx/gfxStateBlock.h"
#endif
#ifndef _GFXOCCLUSIONQUERY_H_
#include "gfx/gfxOcclusionQuery.h"
#endif
class LightInfo;
struct ObjectRenderInst;
class SceneRenderState;
class BaseMatInstance;
class GFXOcclusionQuery;
struct LightFlareState
{
......@@ -65,8 +67,8 @@ struct LightFlareState
bool visible;
F32 occlusion;
GFXVertexBufferHandle<GFXVertexPCT> vertBuffer;
GFXOcclusionQuery *occlusionQuery;
GFXOcclusionQuery *fullPixelQuery;
GFXOcclusionQueryHandle occlusionQuery;
GFXOcclusionQueryHandle fullPixelQuery;
};
class LightFlareData : public SimDataBlock
......
......@@ -6152,13 +6152,16 @@ U32 Player::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
stream->writeInt((S32)len, 13);
}
stream->writeFloat(mRot.z / M_2PI_F, 7);
stream->writeSignedFloat(mHead.x / mDataBlock->maxLookAngle, 6);
stream->writeSignedFloat(mHead.x / (mDataBlock->maxLookAngle - mDataBlock->minLookAngle), 6);
stream->writeSignedFloat(mHead.z / mDataBlock->maxFreelookAngle, 6);
delta.move.pack(stream);
stream->writeFlag(!(mask & NoWarpMask));
}
// Ghost need energy to predict reliably
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy,EnergyLevelBits);
if (mDataBlock->maxEnergy > 0.f)
stream->writeFloat(getEnergyLevel() / mDataBlock->maxEnergy, EnergyLevelBits);
else
stream->writeFloat(0.f, EnergyLevelBits);
return retMask;
}
......@@ -6250,7 +6253,7 @@ void Player::unpackUpdate(NetConnection *con, BitStream *stream)
rot.y = rot.x = 0.0f;
rot.z = stream->readFloat(7) * M_2PI_F;
mHead.x = stream->readSignedFloat(6) * mDataBlock->maxLookAngle;
mHead.x = stream->readSignedFloat(6) * (mDataBlock->maxLookAngle - mDataBlock->minLookAngle);
mHead.z = stream->readSignedFloat(6) * mDataBlock->maxFreelookAngle;
delta.move.unpack(stream);
......
......@@ -940,8 +940,6 @@ ShapeBase::ShapeBase()
for (i = 0; i < MaxTriggerKeys; i++)
mTrigger[i] = false;
mWeaponCamShake = NULL;
}
......@@ -1063,15 +1061,7 @@ void ShapeBase::onRemove()
if ( isClientObject() )
{
mCubeReflector.unregisterReflector();
if ( mWeaponCamShake )
{
if ( mWeaponCamShake->isAdded )
gCamFXMgr.removeFX( mWeaponCamShake );
SAFE_DELETE( mWeaponCamShake );
}
mCubeReflector.unregisterReflector();
}
}
......@@ -3161,40 +3151,9 @@ void ShapeBase::unpackUpdate(NetConnection *con, BitStream *stream)
{
if ( imageData->lightType == ShapeBaseImageData::WeaponFireLight )
image.lightStart = Sim::getCurrentTime();
// HACK: Only works properly if you are in control
// of the one and only shapeBase object in the scene
// which fires an image that uses camera shake.
if ( imageData->shakeCamera )
{
if ( !mWeaponCamShake )
{
mWeaponCamShake = new CameraShake();
mWeaponCamShake->remoteControlled = true;
}
mWeaponCamShake->init();
mWeaponCamShake->setFrequency( imageData->camShakeFreq );
mWeaponCamShake->setAmplitude( imageData->camShakeAmp );
if ( !mWeaponCamShake->isAdded )
{
gCamFXMgr.addFX( mWeaponCamShake );
mWeaponCamShake->isAdded = true;
}
}
}
updateImageState(i,0);
if ( !image.triggerDown && !image.altTriggerDown )
{
if ( mWeaponCamShake && mWeaponCamShake->isAdded )
{
gCamFXMgr.removeFX( mWeaponCamShake );
mWeaponCamShake->isAdded = false;
}
}
}
else
{
......
......@@ -324,7 +324,10 @@ struct ShapeBaseImageData: public GameBaseData {
/// @{
bool shakeCamera;
VectorF camShakeFreq;
VectorF camShakeAmp;
VectorF camShakeAmp;
F32 camShakeDuration;
F32 camShakeRadius;
F32 camShakeFalloff;
/// @}
/// Maximum number of sounds this image can play at a time.
......@@ -903,9 +906,6 @@ protected:
bool mFlipFadeVal;
/// Camera shake caused by weapon fire.
CameraShake *mWeaponCamShake;
public:
/// @name Collision Notification
......@@ -1101,6 +1101,7 @@ protected:
virtual void onImageAnimThreadChange(U32 imageSlot, S32 imageShapeIndex, ShapeBaseImageData::StateData* lastState, const char* anim, F32 pos, F32 timeScale, bool reset=false);
virtual void onImageAnimThreadUpdate(U32 imageSlot, S32 imageShapeIndex, F32 dt);
virtual void ejectShellCasing( U32 imageSlot );
virtual void shakeCamera( U32 imageSlot );
virtual void updateDamageLevel();
virtual void updateDamageState();
virtual void onImpact(SceneObject* obj, VectorF vec);
......
......@@ -44,6 +44,7 @@
#include "sfx/sfxTypes.h"
#include "scene/sceneManager.h"
#include "core/stream/fileStream.h"
#include "T3D/fx/cameraFXMgr.h"
//----------------------------------------------------------------------------
......@@ -297,6 +298,9 @@ ShapeBaseImageData::ShapeBaseImageData()
shakeCamera = false;
camShakeFreq = Point3F::Zero;
camShakeAmp = Point3F::Zero;
camShakeDuration = 1.5f;
camShakeRadius = 3.0f;
camShakeFalloff = 10.0f;
}
ShapeBaseImageData::~ShapeBaseImageData()
......@@ -739,10 +743,7 @@ void ShapeBaseImageData::initPersistFields()
"@see lightType");
addField( "shakeCamera", TypeBool, Offset(shakeCamera, ShapeBaseImageData),
"@brief Flag indicating whether the camera should shake when this Image fires.\n\n"
"@note Camera shake only works properly if the player is in control of "
"the one and only shapeBase object in the scene which fires an Image that "
"uses camera shake." );
"@brief Flag indicating whether the camera should shake when this Image fires.\n\n" );
addField( "camShakeFreq", TypePoint3F, Offset(camShakeFreq, ShapeBaseImageData),
"@brief Frequency of the camera shaking effect.\n\n"
......@@ -752,6 +753,16 @@ void ShapeBaseImageData::initPersistFields()
"@brief Amplitude of the camera shaking effect.\n\n"
"@see shakeCamera" );
addField( "camShakeDuration", TypeF32, Offset(camShakeDuration, ShapeBaseImageData),
"Duration (in seconds) to shake the camera." );
addField( "camShakeRadius", TypeF32, Offset(camShakeRadius, ShapeBaseImageData),
"Radial distance that a camera's position must be within relative to the "
"center of the explosion to be shaken." );
addField( "camShakeFalloff", TypeF32, Offset(camShakeFalloff, ShapeBaseImageData),
"Falloff value for the camera shake." );
addField( "casing", TYPEID< DebrisData >(), Offset(casing, ShapeBaseImageData),
"@brief DebrisData datablock to use for ejected casings.\n\n"
"@see stateEjectShell" );
......@@ -1028,6 +1039,9 @@ void ShapeBaseImageData::packData(BitStream* stream)
{
mathWrite( *stream, camShakeFreq );
mathWrite( *stream, camShakeAmp );
stream->write( camShakeDuration );
stream->write( camShakeRadius );
stream->write( camShakeFalloff );
}
mathWrite( *stream, shellExitDir );
......@@ -1208,7 +1222,10 @@ void ShapeBaseImageData::unpackData(BitStream* stream)
if ( shakeCamera )
{
mathRead( *stream, &camShakeFreq );
mathRead( *stream, &camShakeAmp );
mathRead( *stream, &camShakeAmp );
stream->read( &camShakeDuration );
stream->read( &camShakeRadius );
stream->read( &camShakeFalloff );
}
mathRead( *stream, &shellExitDir );
......@@ -2596,6 +2613,10 @@ void ShapeBase::setImageState(U32 imageSlot, U32 newState,bool force)
ejectShellCasing( imageSlot );
}
// Shake camera on client.
if (isGhost() && nextStateData.fire && image.dataBlock->shakeCamera) {
shakeCamera( imageSlot );
}
// Server must animate the shape if it is a firestate...
if (isServerObject() && (image.dataBlock->state[newState].fire || image.dataBlock->state[newState].altFire))
......@@ -3342,3 +3363,57 @@ void ShapeBase::ejectShellCasing( U32 imageSlot )
casing->init( shellPos, shellVel );
}
void ShapeBase::shakeCamera( U32 imageSlot )
{
MountedImage& image = mMountedImageList[imageSlot];
ShapeBaseImageData* imageData = image.dataBlock;
if (!imageData->shakeCamera)
return;
// Warning: this logic was duplicated from Explosion.
// first check if explosion is near camera
GameConnection* connection = GameConnection::getConnectionToServer();
ShapeBase *obj = dynamic_cast<ShapeBase*>(connection->getControlObject());
bool applyShake = true;
if (obj)
{
ShapeBase* cObj = obj;
while ((cObj = cObj->getControlObject()) != 0)
{
if (cObj->useObjsEyePoint())
{
applyShake = false;
break;
}
}
}
if (applyShake && obj)
{
VectorF diff;
getMuzzlePoint(imageSlot, &diff);
diff = obj->getPosition() - diff;
F32 dist = diff.len();
if (dist < imageData->camShakeRadius)
{
CameraShake *camShake = new CameraShake;
camShake->setDuration(imageData->camShakeDuration);
camShake->setFrequency(imageData->camShakeFreq);
F32 falloff = dist / imageData->camShakeRadius;
falloff = 1.0f + falloff * 10.0f;
falloff = 1.0f / (falloff * falloff);
VectorF shakeAmp = imageData->camShakeAmp * falloff;
camShake->setAmplitude(shakeAmp);
camShake->setFalloff(imageData->camShakeFalloff);
camShake->init();
gCamFXMgr.addFX(camShake);
}
}
}
\ No newline at end of file
......@@ -41,10 +41,10 @@
/// code version, the game name, and which type of game it is (TGB, TGE, TGEA, etc.).
///
/// Version number is major * 1000 + minor * 100 + revision * 10.
#define TORQUE_GAME_ENGINE 3620
#define TORQUE_GAME_ENGINE 3630
/// Human readable engine version string.
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.2"
#define TORQUE_GAME_ENGINE_VERSION_STRING "3.6.3"
/// Gets the engine version number. The version number is specified as a global in version.cc
U32 getVersionNumber();
......
......@@ -1599,8 +1599,7 @@ void SimObject::unlinkNamespaces()
// Handle object name.
StringTableEntry objectName = getName();
if( objectName && objectName[ 0 ] )
if (mNameSpace && mNameSpace->mClassRep == NULL)
mNameSpace->decRefCountToParent();
mNameSpace = NULL;
......
......@@ -49,6 +49,7 @@
#include "collision/concretePolyList.h"
#include "T3D/physics/physicsPlugin.h"
#include "T3D/physics/physicsBody.h"
#include "T3D/physics/physicsCollision.h"
#include "environment/nodeListManager.h"
#define MIN_METERS_PER_SEGMENT 1.0f
......@@ -1722,6 +1723,8 @@ void MeshRoad::_generateSlices()
void MeshRoad::_generateSegments()
{
SAFE_DELETE( mPhysicsRep );
mSegments.clear();
for ( U32 i = 0; i < mSlices.size() - 1; i++ )
......@@ -1736,8 +1739,22 @@ void MeshRoad::_generateSegments()
if ( PHYSICSMGR )
{
SAFE_DELETE( mPhysicsRep );
//mPhysicsRep = PHYSICSMGR->createBody();
ConcretePolyList polylist;
if ( buildPolyList( PLC_Collision, &polylist, getWorldBox(), getWorldSphere() ) )
{
polylist.triangulate();
PhysicsCollision *colShape = PHYSICSMGR->createCollision();
colShape->addTriangleMesh( polylist.mVertexList.address(),
polylist.mVertexList.size(),
polylist.mIndexList.address(),
polylist.mIndexList.size() / 3,
MatrixF::Identity );
PhysicsWorld *world = PHYSICSMGR->getWorld( isServerObject() ? "server" : "client" );
mPhysicsRep = PHYSICSMGR->createBody();
mPhysicsRep->init( colShape, 0, 0, this, world );
}
}
}
......
......@@ -658,6 +658,11 @@ void ScatterSky::prepRenderImage( SceneRenderState *state )
mFlareState.lightMat.identity();
mFlareState.lightMat.setPosition( lightPos );
F32 dist = ( lightPos - state->getCameraPosition( ) ).len( );
F32 coronaScale = 0.5f;
F32 screenRadius = GFX->getViewport( ).extent.y * coronaScale * 0.5f;
mFlareState.worldRadius = screenRadius * dist / state->getWorldToScreenScale( ).y;
mFlareData->prepRender( state, &mFlareState );
}
......
......@@ -130,6 +130,7 @@ GFXD3D9OcclusionQuery::OcclusionQueryStatus GFXD3D9OcclusionQuery::getStatus( bo
//If we're stalled out, proceed with worst-case scenario -BJR
if(GFX->mFrameTime->getElapsedMs()>4)
{
this->begin();
this->end();
return NotOccluded;
}
......
......@@ -82,4 +82,71 @@ public:
virtual const String describeSelf() const = 0;
};
/// Handle for GFXOcclusionQuery than store last valid state
class GFXOcclusionQueryHandle
{
public:
GFXOcclusionQueryHandle()
: mLastStatus(GFXOcclusionQuery::Unset), mLastData(0), mQuery(NULL), mWaiting(false)
{}
~GFXOcclusionQueryHandle()
{
SAFE_DELETE(mQuery);
}
bool getLastStatus( bool block, GFXOcclusionQuery::OcclusionQueryStatus *statusPtr = NULL, U32 *data = NULL );
GFXOcclusionQuery* getQuery() const { return mQuery; }
void clearLastStatus()
{
mLastStatus = GFXOcclusionQuery::Unset;
mLastData = 0;
mWaiting = false;
if( !mQuery )
return;
mQuery->begin();
mQuery->end();
}
bool isWaiting() const { return mWaiting; }
protected:
GFXOcclusionQuery::OcclusionQueryStatus mLastStatus;
U32 mLastData;
bool mWaiting;
GFXOcclusionQuery *mQuery;
};
inline bool GFXOcclusionQueryHandle::getLastStatus( bool block, GFXOcclusionQuery::OcclusionQueryStatus *statusPtr, U32 *data )
{
if( !mQuery )
mQuery = GFX->createOcclusionQuery();
GFXOcclusionQuery::OcclusionQueryStatus status = mQuery->getStatus( block, data );
if( status == GFXOcclusionQuery::Waiting )
{
mWaiting = true;
if( statusPtr )
*statusPtr = mLastStatus;
if( data )
*data = mLastData;
return true;
}
if( statusPtr )
*statusPtr = status;
mWaiting = false;
mLastStatus = status;
mLastData = *data;
return true;
}
#endif // _GFXOCCLUSIONQUERY_H_
\ No newline at end of file
......@@ -1785,6 +1785,8 @@ bool GuiTreeViewCtrl::onWake()
// make sure it's big enough for both bitmap AND font...
mItemHeight = getMax((S32)mFont->getHeight(), (S32)mProfile->mBitmapArrayRects[0].extent.y);
}
mFlags.set(RebuildVisible);
return true;
}
......
......@@ -230,6 +230,9 @@ bool ProjectedShadow::_updateDecal( const SceneRenderState *state )
lightCount++;
}
if (mShapeBase)
fade *= mShapeBase->getFadeVal();
lightDir.normalize();
// No light... no shadow.
......
......@@ -290,6 +290,12 @@ bool MatInstance::init( const FeatureSet &features,
//----------------------------------------------------------------------------
bool MatInstance::reInit()
{
if (!mVertexFormat)
{
mIsValid = false;
return mIsValid;
}
SAFE_DELETE(mProcessedMaterial);
deleteAllHooks();
mIsValid = processMaterial();
......
......@@ -73,7 +73,7 @@ public:
/// The cubemap to use when the texture type is
/// set to Material::Cube.
/// @see mTexType
GFXCubemap *mCubeMap;
GFXCubemapHandle mCubeMap;
U32 mNumTex;
......
......@@ -383,9 +383,10 @@ inline PlaneF::Side PlaneF::whichSide( const OrientedBox3F& obb ) const
// Project the box onto the line defined by the plane center and normal.
// See "3D Game Engine Design" chapter 4.3.2.
const F32 r =