Brownian motion particle system implementation in progress (for dust environment effects)
Fixed bug in KRImport that caused long material names to become corrupted --HG-- extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%40150
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@@ -122,7 +122,7 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, const KRViewport &v
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KRNode::render(pCamera, pContext, viewport, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
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if(renderPass == KRNode::RENDER_PASS_FLARES) {
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if(renderPass == KRNode::RENDER_PASS_ADDITIVE_PARTICLES) {
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if(m_flareTexture.size() && m_flareSize > 0.0f) {
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if(!m_pFlareTexture && m_flareTexture.size()) {
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m_pFlareTexture = pContext->getTextureManager()->getTexture(m_flareTexture.c_str());
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@@ -135,6 +135,10 @@ void KRLight::render(KRCamera *pCamera, KRContext *pContext, const KRViewport &v
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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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