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particle glow bug #1315

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Azaezel opened this Issue May 19, 2015 · 3 comments

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@Azaezel
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Azaezel commented May 19, 2015

Directx shown: https://youtu.be/PZrZyB1PI5g uses #863 for debug viewing. Thoughts @lukaspj?

@crabmusket crabmusket added the Bug label May 19, 2015

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lukaspj May 20, 2015

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That is sooo odd...

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lukaspj commented May 20, 2015

That is sooo odd...

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lukaspj May 20, 2015

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If you've got the time, could you check that they are added here:

if(particleInst && particleInst->glow)
{
internalAddElement(inst);
return;
}

And rendered here:

for( U32 j=0; j<binSize; )
{
RenderInst *_ri = mElementList[j].inst;
if(_ri->type == RenderPassManager::RIT_Particle)
{
// Find the particle render manager (if we don't have it)
if(mParticleRenderMgr == NULL)
{
RenderPassManager *rpm = state->getRenderPass();
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager(i);
if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
{
mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
break;
}
}
}
ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri);
mParticleRenderMgr->renderParticle(ri, state);
j++;
continue;
}

?

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lukaspj commented May 20, 2015

If you've got the time, could you check that they are added here:

if(particleInst && particleInst->glow)
{
internalAddElement(inst);
return;
}

And rendered here:

for( U32 j=0; j<binSize; )
{
RenderInst *_ri = mElementList[j].inst;
if(_ri->type == RenderPassManager::RIT_Particle)
{
// Find the particle render manager (if we don't have it)
if(mParticleRenderMgr == NULL)
{
RenderPassManager *rpm = state->getRenderPass();
for( U32 i = 0; i < rpm->getManagerCount(); i++ )
{
RenderBinManager *bin = rpm->getManager(i);
if( bin->getRenderInstType() == RenderParticleMgr::RIT_Particles )
{
mParticleRenderMgr = reinterpret_cast<RenderParticleMgr *>(bin);
break;
}
}
}
ParticleRenderInst *ri = static_cast<ParticleRenderInst*>(_ri);
mParticleRenderMgr->renderParticle(ri, state);
j++;
continue;
}

?

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Azaezel May 20, 2015

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Both trigger in debug mode, yes.

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Azaezel commented May 20, 2015

Both trigger in debug mode, yes.

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