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Rename flag to better name

Juan Linietsky 7 år sedan
förälder
incheckning
6a5aec3644

+ 4 - 4
scene/3d/cpu_particles.cpp

@@ -25,7 +25,7 @@ void CPUParticles::set_emitting(bool p_emitting) {
 			update_mutex->lock();
 #endif
 			VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
-			VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, true);
+			VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
 
 #ifndef NO_THREADS
 			update_mutex->unlock();
@@ -983,7 +983,7 @@ void CPUParticles::_notification(int p_what) {
 			update_mutex->lock();
 #endif
 			VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
-			VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, true);
+			VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
 #ifndef NO_THREADS
 			update_mutex->unlock();
 #endif
@@ -997,7 +997,7 @@ void CPUParticles::_notification(int p_what) {
 			update_mutex->lock();
 #endif
 			VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
-			VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, false);
+			VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
 #ifndef NO_THREADS
 			update_mutex->unlock();
 #endif
@@ -1024,7 +1024,7 @@ void CPUParticles::_notification(int p_what) {
 				update_mutex->lock();
 #endif
 				VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
-				VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, false);
+				VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
 
 #ifndef NO_THREADS
 				update_mutex->unlock();

+ 1 - 1
servers/visual/visual_server_scene.cpp

@@ -820,7 +820,7 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
 			instance->baked_light = p_enabled;
 
 		} break;
-		case VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE: {
+		case VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
 
 			instance->redraw_if_visible = p_enabled;
 

+ 1 - 1
servers/visual_server.cpp

@@ -2201,7 +2201,7 @@ void VisualServer::_bind_methods() {
 	BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
 
 	BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
-	BIND_ENUM_CONSTANT(INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE);
+	BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
 	BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
 
 	BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);

+ 1 - 1
servers/visual_server.h

@@ -809,7 +809,7 @@ public:
 
 	enum InstanceFlags {
 		INSTANCE_FLAG_USE_BAKED_LIGHT,
-		INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE,
+		INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
 		INSTANCE_FLAG_MAX
 	};