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reset lighting and clip planes between scenes
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@ -524,9 +524,41 @@ begin_frame() {
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// textures.
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_prepared_objects->update(this);
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// Undo any lighting we had enabled last frame, to force the lights
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#ifdef DO_PSTATS
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// For Pstats to track our current texture memory usage, we have to
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// reset the set of current textures each frame.
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init_frame_pstats();
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// But since we don't get sent a new issue_texture() unless our
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// texture state has changed, we have to be sure to clear the
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// current texture state now. A bit unfortunate, but probably not
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// measurably expensive.
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modify_state(get_untextured_state());
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#endif
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::begin_scene
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// Access: Public, Virtual
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// Description: Called between begin_frame() and end_frame() to mark
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// the beginning of drawing commands for a "scene"
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// (usually a particular DisplayRegion) within a frame.
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// All 3-D drawing commands, except the clear operation,
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// must be enclosed within begin_scene() .. end_scene().
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//
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// The return value is true if successful (in which case
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// the scene will be drawn and end_scene() will be
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// called later), or false if unsuccessful (in which
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// case nothing will be drawn and end_scene() will not
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// be called).
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////////////////////////////////////////////////////////////////////
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bool GraphicsStateGuardian::
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begin_scene() {
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// Undo any lighting we had enabled last scene, to force the lights
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// to be reissued, in case their parameters or positions have
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// changed between frames.
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// changed between scenes.
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if (_lighting_enabled_this_frame) {
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for (int i = 0; i < (int)_light_info.size(); i++) {
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if (_light_info[i]._enabled) {
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@ -559,37 +591,6 @@ begin_frame() {
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_clip_planes_enabled_this_frame = false;
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}
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#ifdef DO_PSTATS
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// For Pstats to track our current texture memory usage, we have to
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// reset the set of current textures each frame.
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init_frame_pstats();
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// But since we don't get sent a new issue_texture() unless our
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// texture state has changed, we have to be sure to clear the
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// current texture state now. A bit unfortunate, but probably not
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// measurably expensive.
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modify_state(get_untextured_state());
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#endif
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return true;
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}
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////////////////////////////////////////////////////////////////////
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// Function: GraphicsStateGuardian::begin_scene
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// Access: Public, Virtual
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// Description: Called between begin_frame() and end_frame() to mark
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// the beginning of drawing commands for a "scene"
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// (usually a particular DisplayRegion) within a frame.
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// All 3-D drawing commands, except the clear operation,
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// must be enclosed within begin_scene() .. end_scene().
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//
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// The return value is true if successful (in which case
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// the scene will be drawn and end_scene() will be
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// called later), or false if unsuccessful (in which
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// case nothing will be drawn and end_scene() will not
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// be called).
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////////////////////////////////////////////////////////////////////
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bool GraphicsStateGuardian::
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begin_scene() {
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return true;
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}
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