removing render flag
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a53950c92d
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a163f826e7
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@ -270,8 +270,7 @@ class GravityWalker(DirectObject.DirectObject):
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as floor, but are nearly vertical. This ray is
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a hack to help deal with the cliff.
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"""
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if (base.isRendering
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and self.collisionsActive
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if (self.collisionsActive
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and self.moving
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and self.lifter.isInOuterSpace()):
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temp = self.cRayNodePath.getZ()
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@ -66,12 +66,6 @@ class ShowBase(DirectObject.DirectObject):
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# Fill this in with a function to invoke when the user "exits"
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# the program by closing the main window.
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self.exitFunc = None
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# There are times when we are not drawing anything new to the
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# screen, but we were grinding away on all the collision loops
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# and shadow stuff and actually rendering. This is to test
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# not doing some of that:
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self.isRendering = 1
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taskMgr.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
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taskMgr.extendedExceptions = self.config.GetBool('extended-exceptions', 0)
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@ -837,37 +831,34 @@ class ShowBase(DirectObject.DirectObject):
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def shadowCollisionLoop(self, state):
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# run the collision traversal if we have a
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# CollisionTraverser set.
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if self.isRendering:
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if self.shadowTrav:
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self.shadowTrav.traverse(self.render)
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if self.shadowTrav:
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self.shadowTrav.traverse(self.render)
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return Task.cont
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def collisionloop(self, state):
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# run the collision traversal if we have a
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# CollisionTraverser set.
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if self.isRendering:
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if self.cTrav:
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self.cTrav.traverse(self.render)
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if self.appTrav:
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self.appTrav.traverse(self.render)
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if self.cTrav:
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self.cTrav.traverse(self.render)
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if self.appTrav:
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self.appTrav.traverse(self.render)
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return Task.cont
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def igloop(self, state):
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if self.isRendering:
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if __debug__:
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# We render the watch variables for the onScreenDebug as soon
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# as we reasonably can before the renderFrame().
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onScreenDebug.render()
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if __debug__:
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# We render the watch variables for the onScreenDebug as soon
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# as we reasonably can before the renderFrame().
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onScreenDebug.render()
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# Finally, render the frame.
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self.graphicsEngine.renderFrame()
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if self.clusterSyncFlag:
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self.graphicsEngine.syncFrame()
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# Finally, render the frame.
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self.graphicsEngine.renderFrame()
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if self.clusterSyncFlag:
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self.graphicsEngine.syncFrame()
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if __debug__:
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# We clear the text buffer for the onScreenDebug as soon
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# as we reasonably can after the renderFrame().
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onScreenDebug.clear()
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if __debug__:
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# We clear the text buffer for the onScreenDebug as soon
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# as we reasonably can after the renderFrame().
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onScreenDebug.clear()
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if self.mainWinMinimized:
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# If the main window is minimized, slow down the app a bit
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@ -885,10 +876,6 @@ class ShowBase(DirectObject.DirectObject):
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throwNewFrame()
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return Task.cont
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def setRendering(self, isRendering):
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self.isRendering = isRendering
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print "** base.isRendering=%s **"%isRendering
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def restart(self):
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self.shutdown()
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# resetPrevTransform goes at the very beginning of the frame.
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