- Timestamp:
- 08/19/14 01:34:13 (11 years ago)
- Location:
- trunk
- Files:
-
- 3 edited
Legend:
- Unmodified
- Added
- Removed
-
trunk/nv/gfx/keyframed_mesh.hh
r304 r314 28 28 virtual void update_animation( animation_entry*, uint32 a_anim_time ); 29 29 virtual void update( program a_program ); 30 virtual void update( uint32 ms ) { animated_mesh::update(ms); }31 30 virtual ~keyframed_mesh(); 32 31 protected: … … 74 73 public: 75 74 keyframed_mesh_gpu( context* a_context, const mesh_data* a_data, const mesh_nodes_data* a_tag_map ); 76 void update ( uint32 ms);75 void update_animation( animation_entry* anim, uint32 a_anim_time ); 77 76 virtual void update( program a_program ); 78 77 private: … … 89 88 public: 90 89 keyframed_mesh_cpu( context* a_context, const mesh_data* a_data, const mesh_nodes_data* a_tag_map ); 91 void update ( uint32 ms);90 void update_animation( animation_entry* anim, uint32 a_anim_time ); 92 91 ~keyframed_mesh_cpu(); 93 92 private: -
trunk/nv/interface/context.hh
r313 r314 42 42 public: 43 43 mesh_interface() {} 44 virtual void update( uint32 ) {}45 44 virtual void update( program ) {} 46 45 virtual nv::vertex_array get_vertex_array() const = 0; … … 93 92 virtual void draw( primitive prim, const render_state& rs, program p, vertex_array va, size_t count ) = 0; 94 93 95 void draw( const render_state& rs, program p, const mesh_interface* mesh )96 {97 draw( mesh->get_primitive_type(), rs, p, mesh->get_vertex_array(), mesh->get_index_count() );98 }99 void draw( const render_state& rs, const scene_state& s, program p, const mesh_interface* mesh )100 {101 apply_engine_uniforms(p,s);102 draw( rs, p, mesh );103 }104 94 void draw( primitive prim, const render_state& rs, const scene_state& s, program p, vertex_array va, size_t count ) 105 95 { -
trunk/src/gfx/keyframed_mesh.cc
r313 r314 136 136 137 137 138 void nv::keyframed_mesh_gpu::update( uint32 ms ) 139 { 138 void nv::keyframed_mesh_gpu::update_animation( animation_entry* anim, uint32 a_anim_time ) 139 { 140 keyframed_mesh::update_animation( anim, a_anim_time ); 140 141 if ( m_loc_next_position == -1 ) return; 141 animated_mesh::update( ms );142 142 if ( m_gpu_last_frame != m_last_frame ) 143 143 { … … 199 199 } 200 200 201 void nv::keyframed_mesh_cpu::update( uint32 ms ) 202 { 203 animated_mesh::update( ms ); 204 201 void nv::keyframed_mesh_cpu::update_animation( animation_entry* anim, uint32 a_anim_time ) 202 { 203 keyframed_mesh::update_animation( anim, a_anim_time ); 205 204 // TODO: this could be done generic for any data 206 205 if ( m_has_tangent )
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