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
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@@ -129,19 +129,13 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, const KRViewport &v
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}
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if(m_pFlareTexture) {
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KRVector3 light_position = getLocalTranslation();
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KRMat4 m_modelMatrix = KRMat4();
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m_modelMatrix.translate(light_position.x, light_position.y, light_position.z);
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// Disable z-buffer test
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GLDEBUG(glDisable(GL_DEPTH_TEST));
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GLDEBUG(glDepthRangef(0.0, 1.0));
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// Render light flare on transparency pass
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KRShader *pShader = pContext->getShaderManager()->getShader("flare", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, false, false, false, false, false, renderPass);
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if(pShader->bind(viewport, m_modelMatrix, lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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if(pShader->bind(viewport, getModelMatrix(), lightDirection, pShadowMatrices, shadowDepthTextures, 0, renderPass)) {
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GLDEBUG(glUniform1f(
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pShader->m_uniforms[KRShader::KRENGINE_UNIFORM_FLARE_SIZE],
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m_flareSize
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