Browse Source

Actually overload some Max methods

This has the pleasant side effect of completely and totally fixing busted
light maps in the Max plugin
Adam Johnson 10 years ago
parent
commit
5f3cc56b81
  1. 2
      Sources/Tools/MaxConvert/plMaxLightContext.h
  2. 2
      Sources/Tools/MaxConvert/plRenderGlobalContext.cpp
  3. 4
      Sources/Tools/MaxConvert/plRenderGlobalContext.h

2
Sources/Tools/MaxConvert/plMaxLightContext.h

@ -131,7 +131,7 @@ class plMaxRendContext : public RendContext
public: public:
Matrix3 WorldToCam() const { return Matrix3(1); } Matrix3 WorldToCam() const { return Matrix3(1); }
Color GlobalLightLevel() const { return Color(1.f, 1.f, 1.f); } Color GlobalLightLevel() const { return Color(1.f, 1.f, 1.f); }
int Progress(int done, int total) { int Progress(int done, int total) const {
return 1; return 1;
} }
}; };

2
Sources/Tools/MaxConvert/plRenderGlobalContext.cpp

@ -118,7 +118,7 @@ void plRenderGlobalContext::MakeRenderInstances(plMaxNode* root, TimeValue t)
fInstList[i].SetNext(&fInstList[i+1]); fInstList[i].SetNext(&fInstList[i+1]);
} }
RenderInstance* plRenderGlobalContext::GetRenderInstance(int i) const RenderInstance* plRenderGlobalContext::GetRenderInstance(int i)
{ {
if (fInstList.GetCount() > i) if (fInstList.GetCount() > i)
return &fInstList[i]; return &fInstList[i];

4
Sources/Tools/MaxConvert/plRenderGlobalContext.h

@ -62,8 +62,8 @@ public:
void MakeRenderInstances(plMaxNode* root, TimeValue t); void MakeRenderInstances(plMaxNode* root, TimeValue t);
virtual int NumRenderInstances() const { return fInstList.GetCount(); } virtual int NumRenderInstances() { return fInstList.GetCount(); }
virtual RenderInstance* GetRenderInstance( int i ) const; virtual RenderInstance* GetRenderInstance( int i );
virtual void IntersectRay(RenderInstance *inst, Ray& ray, ISect &isct, ISectList &xpList, BOOL findExit); virtual void IntersectRay(RenderInstance *inst, Ray& ray, ISect &isct, ISectList &xpList, BOOL findExit);
virtual BOOL IntersectWorld(Ray &ray, int skipID, ISect &hit, ISectList &xplist, int blurFrame = NO_MOTBLUR); virtual BOOL IntersectWorld(Ray &ray, int skipID, ISect &hit, ISectList &xplist, int blurFrame = NO_MOTBLUR);

Loading…
Cancel
Save