FBX Import now creates empty nodes in the scene graph for transform and rotation inheritance.

Model matrix inheritance implemented
No longer have to freeze transform and rotations before importing to Kraken.

--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40151
This commit is contained in:
kearwood
2012-11-03 02:57:35 +00:00
parent e5febf7e60
commit 19a6689245
18 changed files with 131 additions and 138 deletions

View File

@@ -57,7 +57,7 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, const KR
if(renderPass == KRNode::RENDER_PASS_DEFERRED_LIGHTS) {
// Lights are rendered on the second pass of the deferred renderer
KRMat4 matModelViewInverseTranspose = viewport.getViewMatrix() * m_modelMatrix;
KRMat4 matModelViewInverseTranspose = viewport.getViewMatrix() * getModelMatrix();
matModelViewInverseTranspose.transpose();
matModelViewInverseTranspose.invert();
@@ -66,7 +66,7 @@ void KRDirectionalLight::render(KRCamera *pCamera, KRContext *pContext, const KR
light_direction_view_space.normalize();
KRShader *pShader = pContext->getShaderManager()->getShader("light_directional", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
if(pShader->bind(viewport, m_modelMatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
if(pShader->bind(viewport, getModelMatrix(), lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
light_direction_view_space.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_DIRECTION_VIEW_SPACE]);
m_color.setUniform(pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_LIGHT_COLOR]);