hopefully working implementation of mpfNoSelect from this discussion: http://glest.org/glest_board/index.php?topic=8165.msg82932#msg82932

This commit is contained in:
Titus Tscharntke
2012-07-14 21:29:15 +00:00
parent 62bc601cc6
commit d10d5fc770
8 changed files with 33 additions and 9 deletions

View File

@@ -103,7 +103,7 @@ void ModelRendererGl::end() {
assertGl();
}
void ModelRendererGl::render(Model *model) {
void ModelRendererGl::render(Model *model,int renderMode) {
//assertions
assert(rendering);
assertGl();
@@ -138,8 +138,12 @@ void ModelRendererGl::renderNormalsOnly(Model *model) {
// ===================== PRIVATE =======================
void ModelRendererGl::renderMesh(Mesh *mesh) {
void ModelRendererGl::renderMesh(Mesh *mesh,int renderMode) {
if(renderMode==rmSelection && mesh->getNoSelect()==true)
{// don't render this and do nothing
return;
}
//assertions
assertGl();

View File

@@ -62,6 +62,7 @@ Mesh::Mesh() {
twoSided= false;
customColor= false;
noSelect= false;
textureFlags=0;
@@ -242,6 +243,7 @@ void Mesh::loadV2(int meshIndex, const string &dir, FILE *f, TextureManager *tex
//misc
twoSided= false;
customColor= false;
noSelect= false;
if(SystemFlags::VERBOSE_MODE_ENABLED) printf("Load v2, this = %p Found meshHeader.hasTexture = %d, texName [%s] mtDiffuse = %d meshIndex = %d\n",this,meshHeader.hasTexture,toLower(reinterpret_cast<char*>(meshHeader.texName)).c_str(),mtDiffuse,meshIndex);
@@ -327,6 +329,7 @@ void Mesh::loadV3(int meshIndex, const string &dir, FILE *f,
//misc
twoSided= (meshHeader.properties & mp3TwoSided) != 0;
customColor= (meshHeader.properties & mp3CustomColor) != 0;
noSelect = false;
textureFlags= 0;
if((meshHeader.properties & mp3NoTexture) != mp3NoTexture) {
@@ -464,6 +467,7 @@ void Mesh::load(int meshIndex, const string &dir, FILE *f, TextureManager *textu
//properties
customColor= (meshHeader.properties & mpfCustomColor) != 0;
twoSided= (meshHeader.properties & mpfTwoSided) != 0;
noSelect= (meshHeader.properties & mpfNoSelect) != 0;
//material
diffuseColor= Vec3f(meshHeader.diffuseColor);
@@ -537,6 +541,9 @@ void Mesh::save(int meshIndex, const string &dir, FILE *f, TextureManager *textu
if(twoSided) {
meshHeader.properties |= mpfTwoSided;
}
if(noSelect) {
meshHeader.properties |= mpfNoSelect;
}
meshHeader.textures = textureFlags;
fwrite(&meshHeader, sizeof(MeshHeader), 1, f);