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

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