Fix transparancy check for nodes
The previous method tried to read from meshes which had been freed from memory
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84cbd5e5c7
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@ -14,7 +14,7 @@ void SceneNode::setMesh(const Mesh* mesh) {
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vertexArrayObjectID = cache[mesh];
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vertexArrayObjectID = cache[mesh];
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VAOIndexCount = mesh->indices.size();
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VAOIndexCount = mesh->indices.size();
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isVertexColored = ! mesh->colors.empty();
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isVertexColored = ! mesh->colors.empty();
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m_gemoetry = mesh;
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mesh_has_transparancy = mesh->has_transparancy;
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}
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}
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void SceneNode::setTexture(
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void SceneNode::setTexture(
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const PNGImage* diffuse,
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const PNGImage* diffuse,
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@ -28,7 +28,7 @@ void SceneNode::setTexture(
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isNormalMapped = false;
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isNormalMapped = false;
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isDisplacementMapped = false;
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isDisplacementMapped = false;
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isReflectionMapped = false;
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isReflectionMapped = false;
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t_diffuse = nullptr;
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tex_has_transparancy = false;
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}
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}
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if (diffuse) {
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if (diffuse) {
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@ -36,7 +36,7 @@ void SceneNode::setTexture(
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cache[diffuse] = generateTexture(*diffuse);
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cache[diffuse] = generateTexture(*diffuse);
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diffuseTextureID = cache[diffuse];
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diffuseTextureID = cache[diffuse];
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isTextured = true;
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isTextured = true;
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t_diffuse = diffuse;
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tex_has_transparancy = diffuse->has_transparancy;
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}
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}
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if (normal) {
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if (normal) {
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@ -84,9 +84,9 @@ bool SceneNode::has_no_transforms() const {
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}
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}
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bool SceneNode::has_transparancy() const {
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bool SceneNode::has_transparancy() const {
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return opacity < 1.0
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return mesh_has_transparancy
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|| t_diffuse && t_diffuse->has_transparancy
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|| tex_has_transparancy
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|| m_gemoetry && m_gemoetry->has_transparancy;
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|| opacity < 0.98;
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}
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}
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SceneNode* SceneNode::clone() const {
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SceneNode* SceneNode::clone() const {
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@ -82,9 +82,9 @@ struct SceneNode {
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float displacementCoefficient = 0.1; // in units
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float displacementCoefficient = 0.1; // in units
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uint reflectionTextureID;
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uint reflectionTextureID;
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// has_transparancy
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// has_transparancy check
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const Mesh* m_gemoetry = nullptr;
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bool mesh_has_transparancy = false;
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const PNGImage* t_diffuse = nullptr;
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bool tex_has_transparancy = false;
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// shader flags
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// shader flags
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bool isTextured = false;
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bool isTextured = false;
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@ -175,7 +175,8 @@ SceneNode* loadModelScene(const std::string& dirname, const std::string& filenam
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aimesh->mTextureCoords[0][i].y,
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aimesh->mTextureCoords[0][i].y,
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});
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});
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}
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}
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mesh.has_transparancy = false;
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if (aimesh->GetNumColorChannels() >= 1)
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if (aimesh->GetNumColorChannels() >= 1)
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for (uint i=0; i < aimesh->mNumVertices; i++){
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for (uint i=0; i < aimesh->mNumVertices; i++){
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mesh.colors.push_back({
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mesh.colors.push_back({
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@ -184,6 +185,8 @@ SceneNode* loadModelScene(const std::string& dirname, const std::string& filenam
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aimesh->mColors[0][i].b,
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aimesh->mColors[0][i].b,
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aimesh->mColors[0][i].a,
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aimesh->mColors[0][i].a,
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});
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});
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if (aimesh->mColors[0][i].a < 255)
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mesh.has_transparancy = true;
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}
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}
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for (uint i=0; i < aimesh->mNumFaces; i++){
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for (uint i=0; i < aimesh->mNumFaces; i++){
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