Rename flag to better name
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bfb21be871
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6a5aec3644
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@ -25,7 +25,7 @@ void CPUParticles::set_emitting(bool p_emitting) {
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update_mutex->lock();
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update_mutex->lock();
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#endif
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#endif
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VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, true);
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
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#ifndef NO_THREADS
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#ifndef NO_THREADS
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update_mutex->unlock();
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update_mutex->unlock();
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@ -983,7 +983,7 @@ void CPUParticles::_notification(int p_what) {
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update_mutex->lock();
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update_mutex->lock();
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#endif
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#endif
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VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->connect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, true);
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, true);
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#ifndef NO_THREADS
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#ifndef NO_THREADS
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update_mutex->unlock();
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update_mutex->unlock();
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#endif
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#endif
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@ -997,7 +997,7 @@ void CPUParticles::_notification(int p_what) {
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update_mutex->lock();
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update_mutex->lock();
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#endif
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#endif
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VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, false);
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
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#ifndef NO_THREADS
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#ifndef NO_THREADS
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update_mutex->unlock();
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update_mutex->unlock();
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#endif
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#endif
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@ -1024,7 +1024,7 @@ void CPUParticles::_notification(int p_what) {
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update_mutex->lock();
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update_mutex->lock();
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#endif
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#endif
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VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->disconnect("frame_pre_draw", this, "_update_render_thread");
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE, false);
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VS::get_singleton()->instance_geometry_set_flag(get_instance(), VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE, false);
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#ifndef NO_THREADS
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#ifndef NO_THREADS
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update_mutex->unlock();
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update_mutex->unlock();
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@ -820,7 +820,7 @@ void VisualServerScene::instance_geometry_set_flag(RID p_instance, VS::InstanceF
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instance->baked_light = p_enabled;
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instance->baked_light = p_enabled;
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} break;
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} break;
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case VS::INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE: {
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case VS::INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE: {
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instance->redraw_if_visible = p_enabled;
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instance->redraw_if_visible = p_enabled;
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@ -2201,7 +2201,7 @@ void VisualServer::_bind_methods() {
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BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
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BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK);
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BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
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BIND_ENUM_CONSTANT(INSTANCE_FLAG_USE_BAKED_LIGHT);
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BIND_ENUM_CONSTANT(INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE);
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BIND_ENUM_CONSTANT(INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE);
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BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
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BIND_ENUM_CONSTANT(INSTANCE_FLAG_MAX);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
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BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_OFF);
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@ -809,7 +809,7 @@ public:
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enum InstanceFlags {
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enum InstanceFlags {
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INSTANCE_FLAG_USE_BAKED_LIGHT,
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INSTANCE_FLAG_USE_BAKED_LIGHT,
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INSTANCE_FLAG_REDRAW_FRAME_IF_VISIBLE,
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INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE,
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INSTANCE_FLAG_MAX
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INSTANCE_FLAG_MAX
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};
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};
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