* Add RenderManager.setUsingShaders() method in case it is used directly (without RenderManager.render()).
* Fix issue where LwjglOffscreenBuffer's thread would freeze after it has been destroyed git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@9753 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -650,19 +650,17 @@ public class RenderManager {
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scene.runControlRender(this, vp);
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if (scene instanceof Node) {
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// recurse for all children
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// Recurse for all children
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Node n = (Node) scene;
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List<Spatial> children = n.getChildren();
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//saving cam state for culling
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// Saving cam state for culling
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int camState = vp.getCamera().getPlaneState();
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for (int i = 0; i < children.size(); i++) {
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//restoring cam state before proceeding children recusively
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// Restoring cam state before proceeding children recusively
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vp.getCamera().setPlaneState(camState);
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renderScene(children.get(i), vp);
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}
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} else if (scene instanceof Geometry) {
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// add to the render queue
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Geometry gm = (Geometry) scene;
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if (gm.getMaterial() == null) {
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@ -991,6 +989,10 @@ public class RenderManager {
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clearQueue(vp);
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}
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public void setUsingShaders(boolean usingShaders) {
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this.shader = usingShaders;
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}
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/**
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* Called by the application to render any ViewPorts
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* added to this RenderManager.
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@ -118,7 +118,7 @@ public class LwjglOffscreenBuffer extends LwjglContext implements Runnable {
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}
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listener.update();
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assert checkGLError();
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checkGLError();
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renderer.onFrame();
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@ -135,6 +135,8 @@ public class LwjglOffscreenBuffer extends LwjglContext implements Runnable {
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renderer.cleanup();
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pbuffer.destroy();
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logger.info("Offscreen buffer destroyed.");
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super.internalDestroy();
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}
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public void run(){
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