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Fix avatar clothing bounds test.

The bounds type test was performed on stale bounding data from the previous
frame resulting in the avatar being drawn without textures for a frame after
switching from 1st to 3rd person camera.
clickables-afk
Skoader 13 years ago
parent
commit
c0b428b342
  1. 33
      MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarClothing.cpp

33
MOULOpenSourceClientPlugin/Plasma20/Sources/Plasma/PubUtilLib/plAvatar/plAvatarClothing.cpp

@ -1232,24 +1232,21 @@ hsBool plClothingOutfit::MsgReceive(plMessage* msg)
if (fAvatar && fGroup != plClothingMgr::kClothingBaseNoOptions) if (fAvatar && fGroup != plClothingMgr::kClothingBaseNoOptions)
{ {
plDrawable *spans = fAvatar->FindDrawable(); plDrawable *spans = fAvatar->FindDrawable();
const hsBounds3Ext &bnds = spans->GetWorldBounds(); // This is a bit hacky... The drawable code has just run through and updated
if (bnds.GetType() == kBoundsNormal) // each span's bounds (see plDrawableSpans::IUpdateMatrixPaletteBoundsHack())
{ // but not the world bounds for the entire drawable. So we tell the space tree
// This is a bit hacky... The drawable code has just run through and updated // to refresh. However, the pageTreeMgr would then get confused because the
// each span's bounds (see plDrawableSpans::IUpdateMatrixPaletteBoundsHack()) // space tree is no longer dirty (see plPageTreeMgr::IRefreshTree()),
// but not the world bounds for the entire drawable. So we tell the space tree // causing the avatar to only draw if the origin is in view.
// to refresh. However, the pageTreeMgr would then get confused because the // So we just force it dirty, and everyone's happy.
// space tree is no longer dirty (see plPageTreeMgr::IRefreshTree()), spans->GetSpaceTree()->Refresh();
// causing the avatar to only draw if the origin is in view. spans->GetSpaceTree()->MakeDirty();
// So we just force it dirty, and everyone's happy.
spans->GetSpaceTree()->Refresh(); // Where were we? Oh yeah... if this avatar is in view it needs a texture. Tell
spans->GetSpaceTree()->MakeDirty(); // the pipeline.
const hsBounds3Ext &bnds = spans->GetSpaceTree()->GetWorldBounds();
// Where were we? Oh yeah... if this avatar is in view it needs a texture. Tell if ((bnds.GetType() == kBoundsNormal) && preMsg->Pipeline()->TestVisibleWorld(bnds))
// the pipeline. preMsg->Pipeline()->SubmitClothingOutfit(this);
if (preMsg->Pipeline()->TestVisibleWorld(spans->GetSpaceTree()->GetWorldBounds()))
preMsg->Pipeline()->SubmitClothingOutfit(this);
}
} }
} }

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