Radiant:
binds... * shift + m3: apply texture name and alignment to selected primitives and faces (m3 was inconsistent + often required quite deep planning) * ctrl + shift + m3: also project tex from face to selection misc... * lazy cursor updates in clipper mode * update cursor immediately on clipper mode toggles * fixes and optimizations of entity names rendering; for instance: don't prerender textures for unneeded names FBO overlay fixes
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@@ -1066,6 +1066,8 @@ inline Matrix4 matrix4_from_planes( const Plane3& left, const Plane3& right, con
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);
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}
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const char EXCLUDE_NAME[] = "light";
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class Light :
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public OpenGLRenderable,
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public Cullable,
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@@ -1306,7 +1308,7 @@ Light( EntityClass* eclass, scene::Node& node, const Callback& transformChanged,
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m_radii_fill( m_radii, m_aabb_light.origin ),
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m_radii_box( m_aabb_light.origin ),
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m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
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m_renderName( m_named, m_aabb_light.origin ),
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m_renderName( m_named, m_aabb_light.origin, EXCLUDE_NAME ),
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m_useLightOrigin( false ),
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m_useLightRotation( false ),
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m_renderProjection( m_doom3Projection ),
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@@ -1330,7 +1332,7 @@ Light( const Light& other, scene::Node& node, const Callback& transformChanged,
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m_radii_fill( m_radii, m_aabb_light.origin ),
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m_radii_box( m_aabb_light.origin ),
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m_render_center( m_doom3Radius.m_center, m_entity.getEntityClass() ),
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m_renderName( m_named, m_aabb_light.origin ),
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m_renderName( m_named, m_aabb_light.origin, EXCLUDE_NAME ),
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m_useLightOrigin( false ),
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m_useLightRotation( false ),
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m_renderProjection( m_doom3Projection ),
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@@ -1460,7 +1462,8 @@ void renderSolid( Renderer& renderer, const VolumeTest& volume, const Matrix4& l
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}
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}
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if ( ( selected || ( g_showNames && ( volume.fill() || aabb_fits_view( m_aabb_light, volume.GetModelview(), volume.GetViewport(), g_showNamesRatio ) ) ) ) && !string_equal( m_named.name(), "light" ) ) {
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if ( m_renderName.excluded_not()
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&& ( selected || ( g_showNames && ( volume.fill() || aabb_fits_view( m_aabb_light, volume.GetModelview(), volume.GetViewport(), g_showNamesRatio ) ) ) ) ) {
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m_renderName.render( renderer, volume, localToWorld, selected );
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}
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}
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