Fix particles being animated twice in stereo render, see #43

This commit is contained in:
kaetemi 2013-07-04 00:42:06 +02:00
parent fd1d606154
commit 4b2ea661cc
3 changed files with 17 additions and 4 deletions

View file

@ -827,6 +827,7 @@ private:
// common vb for water display // common vb for water display
CVertexBuffer _WaterVB; CVertexBuffer _WaterVB;
bool _RequestParticlesAnimate;
}; };

View file

@ -191,6 +191,8 @@ CScene::CScene(bool bSmallScene) : LightTrav(bSmallScene)
_WaterEnvMap = NULL; _WaterEnvMap = NULL;
_GlobalSystemTime= 0.0; _GlobalSystemTime= 0.0;
_RequestParticlesAnimate = false;
} }
// *************************************************************************** // ***************************************************************************
void CScene::release() void CScene::release()
@ -381,6 +383,9 @@ void CScene::endPartRender()
drv->activeVertexProgram(NULL); drv->activeVertexProgram(NULL);
drv->activePixelProgram(NULL); drv->activePixelProgram(NULL);
// Ensure nothing animates on subsequent renders
_EllapsedTime = 0.f;
/* /*
uint64 total = PSStatsRegisterPSModelObserver + uint64 total = PSStatsRegisterPSModelObserver +
PSStatsRemovePSModelObserver + PSStatsRemovePSModelObserver +
@ -617,7 +622,11 @@ void CScene::renderPart(UScene::TRenderPart rp, bool doHrcPass)
// loadBalance // loadBalance
LoadBalancingTrav.traverse(); LoadBalancingTrav.traverse();
// //
_ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems if (_RequestParticlesAnimate)
{
_ParticleSystemManager.processAnimate(_EllapsedTime); // deals with permanently animated particle systems
_RequestParticlesAnimate = false;
}
// Light // Light
LightTrav.traverse(); LightTrav.traverse();
} }
@ -863,6 +872,9 @@ void CScene::animate( TGlobalAnimationTime atTime )
// Rendered part are invalidate // Rendered part are invalidate
_RenderedPart = UScene::RenderNothing; _RenderedPart = UScene::RenderNothing;
// Particles are animated later due to dependencies
_RequestParticlesAnimate = true;
} }

View file

@ -219,7 +219,8 @@ void releaseSky()
// -- -- random note: update and render makes more sense than animate and update // -- -- random note: update and render makes more sense than animate and update
void animateSky(double dt) void animateSky(double dt)
{ {
if (!StereoDisplay) Clouds->anim(dt); if (!StereoHMD) Clouds->anim(dt);
SkyScene->animate(AnimationTime);
} }
// this is actually render // this is actually render
@ -232,7 +233,6 @@ void updateSky()
skyCameraMatrix.setPos(CVector::Null); skyCameraMatrix.setPos(CVector::Null);
SkyCamera.setMatrix(skyCameraMatrix); SkyCamera.setMatrix(skyCameraMatrix);
SkyScene->animate(AnimationTime);
SkyScene->render(); SkyScene->render();
// Must clear ZBuffer For incoming rendering. // Must clear ZBuffer For incoming rendering.
Driver->clearZBuffer(); Driver->clearZBuffer();