Implemented KRBundle's
Implementation of logic to allow dynamic loading and unloading of meshes and models for scenes larger than RAM in progress --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4090
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@@ -16,6 +16,7 @@
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#import "KRDirectionalLight.h"
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#import "KRInstance.h"
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#import "KRSkyBox.h"
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#import "KRAABB.h"
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KRNode::KRNode(KRScene &scene, std::string name) : KRContextObject(scene.getContext())
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@@ -158,16 +159,7 @@ KRNode *KRNode::LoadXML(KRScene &scene, tinyxml2::XMLElement *e) {
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#if TARGET_OS_IPHONE
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bool KRNode::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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/*
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for(std::vector<KRNode *>::iterator itr=m_childNodes.begin(); itr < m_childNodes.end(); ++itr) {
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KRNode *child = (*itr);
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child->render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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}
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*/
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return false;
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void KRNode::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRVector3 &lightDirection, KRMat4 *pShadowMatrices, GLuint *shadowDepthTextures, int cShadowBuffers, KRNode::RenderPass renderPass) {
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}
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#endif
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@@ -191,6 +183,7 @@ KRBoundingVolume KRNode::getExtents(KRContext *pContext) {
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void KRNode::calcExtents(KRContext *pContext) {
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clearExtents();
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/*
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for(std::vector<KRNode *>::iterator itr=m_childNodes.begin(); itr < m_childNodes.end(); ++itr) {
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KRNode *child = (*itr);
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if(m_pExtents) {
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@@ -199,6 +192,7 @@ void KRNode::calcExtents(KRContext *pContext) {
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m_pExtents = new KRBoundingVolume(child->getExtents(pContext));
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}
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}
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*/
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}
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const std::vector<KRNode *> &KRNode::getChildren() {
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@@ -213,11 +207,6 @@ KRScene &KRNode::getScene() {
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return *m_pScene;
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}
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KRVector3 KRNode::getMinPoint() {
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return KRVector3::Min();
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KRAABB KRNode::getBounds() {
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return KRAABB::Infinite();
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}
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KRVector3 KRNode::getMaxPoint() {
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return KRVector3::Max();
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}
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