build 170914. fix for car braking, sound and event updates refactored out of gfx renderer

This commit is contained in:
tmj-fstate
2017-09-15 04:14:12 +02:00
parent f6fa8ee09b
commit 6c69a5b8f1
7 changed files with 104 additions and 56 deletions

View File

@@ -1344,19 +1344,6 @@ opengl_renderer::Render( TGround *Ground ) {
m_drawqueue.clear();
switch( m_renderpass.draw_mode ) {
case rendermode::color: {
// rednerowanie globalnych (nie za często?)
for( TGroundNode *node = Ground->srGlobal.nRenderHidden; node; node = node->nNext3 ) {
node->RenderHidden();
}
break;
}
default: {
break;
}
}
glm::vec3 const cameraposition { m_renderpass.camera.position() };
int const camerax = static_cast<int>( std::floor( cameraposition.x / 1000.0f ) + iNumRects / 2 );
int const cameraz = static_cast<int>( std::floor( cameraposition.z / 1000.0f ) + iNumRects / 2 );
@@ -1373,20 +1360,6 @@ opengl_renderer::Render( TGround *Ground ) {
for( int row = originz; row <= originz + segmentcount; ++row ) {
auto *cell = &Ground->Rects[ column ][ row ];
for( int subcellcolumn = 0; subcellcolumn < iNumSubRects; ++subcellcolumn ) {
for( int subcellrow = 0; subcellrow < iNumSubRects; ++subcellrow ) {
auto subcell = cell->FastGetSubRect( subcellcolumn, subcellrow );
if( subcell == nullptr ) { continue; }
// renderowanie obiektów aktywnych a niewidocznych
for( auto node = subcell->nRenderHidden; node; node = node->nNext3 ) {
node->RenderHidden();
}
// jeszcze dźwięki pojazdów by się przydały, również niewidocznych
subcell->RenderSounds();
}
}
if( m_renderpass.camera.visible( cell->m_area ) ) {
Render( cell );
}