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December 28, 2015 03:09
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Z-sorting of alpha blended, non top-level objects bug fix. Object3D's scenePosition has to be used instead of its local position.
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override public function applyRenderable(renderable:IRenderable):void | |
{ | |
var material:MaterialBase; | |
var entity:Entity = renderable.sourceEntity; | |
if (renderable.mouseEnabled) | |
++_numMouseEnableds; | |
_numTriangles += renderable.numTriangles; | |
material = renderable.material; | |
if (material) { | |
var item:RenderableListItem = _renderableListItemPool.getItem(); | |
item.renderable = renderable; | |
item.materialId = material._uniqueId; | |
item.renderOrderId = material._renderOrderId; | |
item.cascaded = false; | |
var scenePos:Vector3D = entity.scenePosition; | |
var dx:Number = _entryPoint.x - scenePos.x; | |
var dy:Number = _entryPoint.y - scenePos.y; | |
var dz:Number = _entryPoint.z - scenePos.z; | |
// project onto camera's z-axis | |
item.zIndex = dx*_cameraForward.x + dy*_cameraForward.y + dz*_cameraForward.z + entity.zOffset; | |
item.renderSceneTransform = renderable.getRenderSceneTransform(_camera); | |
if (material.requiresBlending) { | |
item.next = _blendedRenderableHead; | |
_blendedRenderableHead = item; | |
} else { | |
item.next = _opaqueRenderableHead; | |
_opaqueRenderableHead = item; | |
} | |
} | |
} |
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override public function applyRenderable(renderable:IRenderable):void | |
{ | |
// the test for material is temporary, you SHOULD be hammered with errors if you try to render anything without a material | |
var material:MaterialBase = renderable.material; | |
var entity:Entity = renderable.sourceEntity; | |
if (renderable.castsShadows && material) { | |
var item:RenderableListItem = _renderableListItemPool.getItem(); | |
item.renderable = renderable; | |
item.next = _opaqueRenderableHead; | |
item.cascaded = false; | |
var scenePos:Vector3D = entity.scenePosition; | |
var dx:Number = _entryPoint.x - scenePos.x; | |
var dy:Number = _entryPoint.y - scenePos.y; | |
var dz:Number = _entryPoint.z - scenePos.z; | |
item.zIndex = dx*_cameraForward.x + dy*_cameraForward.y + dz*_cameraForward.z; | |
item.renderSceneTransform = renderable.getRenderSceneTransform(_camera); | |
item.renderOrderId = material._depthPassId; | |
_opaqueRenderableHead = item; | |
} | |
} |
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