The _render_stages and _render_ff_stages cannot simply be copied, because they contain pointer references to the previous TextureAttrib. Never copy them, and always mark _sort_seq as stale.
This fixes a test failure in replace_texture.
* In C++ reference, only pick up classes defined in .h file
* Add a few excludes to C++ reference that aren't public API
* On class index pages, reduce number of columns
* Add @since for some methods/classes that are new in 1.10.0
* Fix/improve a few docstrings here and there
This, in combination with ebef9f3de8, makes it easier to catch issues in code that is accidentally letting get temporary TransformState objects get destroyed. It does not affect release builds.
In older BAM files (version <= 6.42), _fixed_depth will have an uncertain value after loading, leading to incorrect transform calculations, which cause rendering issues (see issue #474)
This makes it possible to use BillboardEffect to specify a fixed distance to the camera, in order to keep them at a fixed apparent size.
This also enables serialization to .bam of the reference NodePaths of BillboardEffect and CompassEffect.
Even a brief error message in the assertion is infinitely more useful to a user who is not at home in the source code, especially for assertions that may reasonably be triggered by honest user mistakes.
Although these aren't used outside of libpanda(express), they
are used by their neighboring component libraries, which means
they should be exported so that this works correctly when the
metalibs feature is disabled.
This is a method for getting the animated vertex data that will keep working even if GeomVertexData::animate_vertices() gets deprecated due to #421 being fixed.
- T_off now actually properly disables vertex colours
- T_vertex is now the default, to preserve the previous behaviour
- ShaderGenerator behavior is now the same as in the FFP
- tests are updated to verify new behavior
- tests now properly use vertex colours, previously they accidentally only used flat colors
- With color-scale-via-lighting off and no color scale, color is no longer munged
- p3d_Color in GLSL shaders is now properly set to white instead of black with T_off mode
- In DX9 shaders will now sample white color for absent or disabled vertex color
Fixes#401
Also see #371