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removing render flag

Dave Schuyler 22 年之前
父节点
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a163f826e7
共有 2 个文件被更改,包括 19 次插入33 次删除
  1. 1 2
      direct/src/showbase/GravityWalker.py
  2. 18 31
      direct/src/showbase/ShowBase.py

+ 1 - 2
direct/src/showbase/GravityWalker.py

@@ -270,8 +270,7 @@ class GravityWalker(DirectObject.DirectObject):
         as floor, but are nearly vertical.  This ray is
         a hack to help deal with the cliff.
         """
-        if (base.isRendering
-                and self.collisionsActive
+        if (self.collisionsActive
                 and self.moving
                 and self.lifter.isInOuterSpace()):
             temp = self.cRayNodePath.getZ()

+ 18 - 31
direct/src/showbase/ShowBase.py

@@ -66,12 +66,6 @@ class ShowBase(DirectObject.DirectObject):
         # Fill this in with a function to invoke when the user "exits"
         # the program by closing the main window.
         self.exitFunc = None
-
-        # There are times when we are not drawing anything new to the
-        # screen, but we were grinding away on all the collision loops
-        # and shadow stuff and actually rendering.  This is to test
-        # not doing some of that:
-        self.isRendering = 1
         
         taskMgr.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
         taskMgr.extendedExceptions = self.config.GetBool('extended-exceptions', 0)
@@ -837,37 +831,34 @@ class ShowBase(DirectObject.DirectObject):
     def shadowCollisionLoop(self, state):
         # run the collision traversal if we have a
         # CollisionTraverser set.
-        if self.isRendering:
-            if self.shadowTrav:
-                self.shadowTrav.traverse(self.render)
+        if self.shadowTrav:
+            self.shadowTrav.traverse(self.render)
         return Task.cont
 
     def collisionloop(self, state):
         # run the collision traversal if we have a
         # CollisionTraverser set.
-        if self.isRendering:
-            if self.cTrav:
-                self.cTrav.traverse(self.render)
-            if self.appTrav:
-                self.appTrav.traverse(self.render)
+        if self.cTrav:
+            self.cTrav.traverse(self.render)
+        if self.appTrav:
+            self.appTrav.traverse(self.render)
         return Task.cont
 
     def igloop(self, state):
-        if self.isRendering:
-            if __debug__:
-                # We render the watch variables for the onScreenDebug as soon
-                # as we reasonably can before the renderFrame().
-                onScreenDebug.render()
+        if __debug__:
+            # We render the watch variables for the onScreenDebug as soon
+            # as we reasonably can before the renderFrame().
+            onScreenDebug.render()
 
-            # Finally, render the frame.
-            self.graphicsEngine.renderFrame()
-            if self.clusterSyncFlag:
-                self.graphicsEngine.syncFrame()
+        # Finally, render the frame.
+        self.graphicsEngine.renderFrame()
+        if self.clusterSyncFlag:
+            self.graphicsEngine.syncFrame()
 
-            if __debug__:
-                # We clear the text buffer for the onScreenDebug as soon
-                # as we reasonably can after the renderFrame().
-                onScreenDebug.clear()
+        if __debug__:
+            # We clear the text buffer for the onScreenDebug as soon
+            # as we reasonably can after the renderFrame().
+            onScreenDebug.clear()
     
         if self.mainWinMinimized:
             # If the main window is minimized, slow down the app a bit
@@ -885,10 +876,6 @@ class ShowBase(DirectObject.DirectObject):
         throwNewFrame()
         return Task.cont
 
-    def setRendering(self, isRendering):
-        self.isRendering = isRendering
-        print "** base.isRendering=%s **"%isRendering
-
     def restart(self):
         self.shutdown()
         # resetPrevTransform goes at the very beginning of the frame.