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https://github.com/panda3d/panda3d.git
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Merge branch 'release/1.9.x'
Conflicts: panda/src/glstuff/glShaderContext_src.cxx
This commit is contained in:
commit
5d7bc2c05e
@ -179,9 +179,9 @@ class GravityWalker(DirectObject.DirectObject):
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# a higher or lower value depending on whether you want an avatar
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# that is outside of the world to step up to the floor when they
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# get under valid floor:
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cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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self.cRay = CollisionRay(0.0, 0.0, CollisionHandlerRayStart, 0.0, 0.0, -1.0)
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cRayNode = CollisionNode('GW.cRayNode')
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cRayNode.addSolid(cRay)
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cRayNode.addSolid(self.cRay)
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self.cRayNodePath = self.avatarNodePath.attachNewNode(cRayNode)
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cRayNode.setFromCollideMask(bitmask)
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cRayNode.setIntoCollideMask(BitMask32.allOff())
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@ -697,8 +697,4 @@ class GravityWalker(DirectObject.DirectObject):
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# There are sometimes issues if the collision ray height is
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# so tall that it collides with multiple levels of floors.
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def setCollisionRayHeight(self, height):
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oldNode = self.avatarNodePath.getNode(0)
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cRayNode = oldNode.getChild(2)
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cRayNode.removeSolid(0)
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cRay = CollisionRay(0.0, 0.0, height, 0.0, 0.0, -1.0)
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cRayNode.addSolid(cRay)
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self.cRay.setOrigin(0.0, 0.0, height)
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@ -1526,6 +1526,7 @@ issue_parameters(int altered) {
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}
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GLint p = spec._id._seqno;
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int array_size = min(spec._dim[0], ptr_data->_size / spec._dim[1]);
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switch (spec._type) {
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case Shader::SPT_float:
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{
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@ -1534,16 +1535,16 @@ issue_parameters(int altered) {
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switch (ptr_data->_type) {
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case Shader::SPT_int:
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// Convert int data to float data.
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data = (float*) alloca(sizeof(float) * spec._dim[0] * spec._dim[1]);
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for (int i = 0; i < (spec._dim[0] * spec._dim[1]); ++i) {
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data = (float*) alloca(sizeof(float) * array_size * spec._dim[1]);
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for (int i = 0; i < (array_size * spec._dim[1]); ++i) {
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data[i] = (float)(((int*)ptr_data->_ptr)[i]);
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}
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break;
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case Shader::SPT_double:
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// Downgrade double data to float data.
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data = (float*) alloca(sizeof(float) * spec._dim[0] * spec._dim[1]);
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for (int i = 0; i < (spec._dim[0] * spec._dim[1]); ++i) {
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data = (float*) alloca(sizeof(float) * array_size * spec._dim[1]);
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for (int i = 0; i < (array_size * spec._dim[1]); ++i) {
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data[i] = (float)(((double*)ptr_data->_ptr)[i]);
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}
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break;
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@ -1557,12 +1558,12 @@ issue_parameters(int altered) {
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}
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switch (spec._dim[1]) {
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case 1: _glgsg->_glUniform1fv(p, spec._dim[0], (float*)data); continue;
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case 2: _glgsg->_glUniform2fv(p, spec._dim[0], (float*)data); continue;
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case 3: _glgsg->_glUniform3fv(p, spec._dim[0], (float*)data); continue;
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case 4: _glgsg->_glUniform4fv(p, spec._dim[0], (float*)data); continue;
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case 9: _glgsg->_glUniformMatrix3fv(p, spec._dim[0], GL_FALSE, (float*)data); continue;
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case 16: _glgsg->_glUniformMatrix4fv(p, spec._dim[0], GL_FALSE, (float*)data); continue;
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case 1: _glgsg->_glUniform1fv(p, array_size, (float*)data); continue;
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case 2: _glgsg->_glUniform2fv(p, array_size, (float*)data); continue;
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case 3: _glgsg->_glUniform3fv(p, array_size, (float*)data); continue;
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case 4: _glgsg->_glUniform4fv(p, array_size, (float*)data); continue;
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case 9: _glgsg->_glUniformMatrix3fv(p, array_size, GL_FALSE, (float*)data); continue;
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case 16: _glgsg->_glUniformMatrix4fv(p, array_size, GL_FALSE, (float*)data); continue;
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}
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nassertd(false) continue;
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}
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@ -1579,10 +1580,10 @@ issue_parameters(int altered) {
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} else {
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switch (spec._dim[1]) {
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case 1: _glgsg->_glUniform1iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
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case 2: _glgsg->_glUniform2iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
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case 3: _glgsg->_glUniform3iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
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case 4: _glgsg->_glUniform4iv(p, spec._dim[0], (int*)ptr_data->_ptr); continue;
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case 1: _glgsg->_glUniform1iv(p, array_size, (int*)ptr_data->_ptr); continue;
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case 2: _glgsg->_glUniform2iv(p, array_size, (int*)ptr_data->_ptr); continue;
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case 3: _glgsg->_glUniform3iv(p, array_size, (int*)ptr_data->_ptr); continue;
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case 4: _glgsg->_glUniform4iv(p, array_size, (int*)ptr_data->_ptr); continue;
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}
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nassertd(false) continue;
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}
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