本文整理汇总了C++中LLVOAvatar::renderRigid方法的典型用法代码示例。如果您正苦于以下问题:C++ LLVOAvatar::renderRigid方法的具体用法?C++ LLVOAvatar::renderRigid怎么用?C++ LLVOAvatar::renderRigid使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类LLVOAvatar
的用法示例。
在下文中一共展示了LLVOAvatar::renderRigid方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: renderAvatars
//.........这里部分代码省略.........
{
if (!LLPipeline::sReflectionRender)
{
LLVOAvatar::sNumVisibleAvatars++;
}
if (impostor)
{
if (LLPipeline::sRenderDeferred && !LLPipeline::sReflectionRender &&
avatarp->mImpostor.isComplete())
{
if (normal_channel > -1)
{
avatarp->mImpostor.bindTexture(2, normal_channel);
}
if (specular_channel > -1)
{
avatarp->mImpostor.bindTexture(1, specular_channel);
}
}
avatarp->renderImpostor(LLColor4U(255,255,255,255), sDiffuseChannel);
}
return;
}
if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
{
gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
}
if (pass == 1)
{
// render rigid meshes (eyeballs) first
avatarp->renderRigid();
return;
}
if (pass == 3)
{
if (is_deferred_render)
{
renderDeferredRiggedSimple(avatarp);
}
else
{
renderRiggedSimple(avatarp);
}
return;
}
if (pass == 4)
{
if (is_deferred_render)
{
renderDeferredRiggedBump(avatarp);
}
else
{
renderRiggedFullbright(avatarp);
}
return;
}
if (pass == 5)
{
示例2: renderAvatars
//.........这里部分代码省略.........
if (impostor)
{
if (LLPipeline::sRenderDeferred && !LLPipeline::sReflectionRender && avatarp->mImpostor.isComplete())
{
if (normal_channel > -1)
{
avatarp->mImpostor.bindTexture(2, normal_channel);
}
if (specular_channel > -1)
{
avatarp->mImpostor.bindTexture(1, specular_channel);
}
}
avatarp->renderImpostor(LLColor4U(255,255,255,255), sDiffuseChannel);
}
//else if (gPipeline.hasRenderDebugFeatureMask(LLPipeline::RENDER_DEBUG_FEATURE_FOOT_SHADOWS) && !LLPipeline::sRenderDeferred)
//{
// avatarp->renderFootShadows();
//}
return;
}
llassert(LLPipeline::sImpostorRender || !avatarp->isVisuallyMuted());
/*if (single_avatar && avatarp->mSpecialRenderMode >= 1) // 1=anim preview, 2=image preview, 3=morph view
{
gPipeline.enableLightsAvatarEdit(LLColor4(.5f, .5f, .5f, 1.f));
}*/
if (pass == 1)
{
// render rigid meshes (eyeballs) first
avatarp->renderRigid();
return;
}
if (pass == 3)
{
if (is_deferred_render)
{
renderDeferredRiggedSimple(avatarp);
}
else
{
renderRiggedSimple(avatarp);
if (LLPipeline::sRenderDeferred)
{ //render "simple" materials
renderRigged(avatarp, RIGGED_MATERIAL);
renderRigged(avatarp, RIGGED_MATERIAL_ALPHA_MASK);
renderRigged(avatarp, RIGGED_MATERIAL_ALPHA_EMISSIVE);
renderRigged(avatarp, RIGGED_NORMMAP);
renderRigged(avatarp, RIGGED_NORMMAP_MASK);
renderRigged(avatarp, RIGGED_NORMMAP_EMISSIVE);
renderRigged(avatarp, RIGGED_SPECMAP);
renderRigged(avatarp, RIGGED_SPECMAP_MASK);
renderRigged(avatarp, RIGGED_SPECMAP_EMISSIVE);
renderRigged(avatarp, RIGGED_NORMSPEC);
renderRigged(avatarp, RIGGED_NORMSPEC_MASK);
renderRigged(avatarp, RIGGED_NORMSPEC_EMISSIVE);
}
}
return;
}
if (pass == 4)