Remove extraneous debug messages
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cb3f9d3202
commit
2181611c2e
4 changed files with 5 additions and 17 deletions
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@ -442,10 +442,8 @@ void Renderer::render_camera(GFXCommandBuffer* command_buffer, Scene& scene, Obj
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if(mesh.materials[material_index].handle == nullptr || mesh.materials[material_index]->static_pipeline == nullptr)
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continue;
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get<Transform>(obj), part))) {
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console::debug(System::Renderer, "Culled {}!", scene.get(obj).name);
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get<Transform>(obj), part)))
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continue;
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}
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command_buffer->set_pipeline(mesh.mesh->bones.empty() ? mesh.materials[material_index]->static_pipeline : mesh.materials[material_index]->skinned_pipeline);
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@ -255,10 +255,8 @@ void SceneCapture::render(GFXCommandBuffer* command_buffer, Scene* scene) {
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if(mesh.materials[material_index].handle == nullptr || mesh.materials[material_index]->static_pipeline == nullptr)
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continue;
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene->get<Transform>(obj), part))) {
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console::debug(System::Renderer, "Scene Culled {}!", scene->get(obj).name);
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene->get<Transform>(obj), part)))
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continue;
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}
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command_buffer->set_pipeline( mesh.materials[material_index]->capture_pipeline);
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@ -139,10 +139,8 @@ void ShadowPass::render_meshes(GFXCommandBuffer* command_buffer, Scene& scene, c
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command_buffer->set_depth_bias(1.25f, 0.00f, 1.75f);
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for (auto& part : mesh.mesh->parts) {
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get<Transform>(obj), part))) {
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console::debug(System::Renderer, "Shadow Culled {}!", scene.get(obj).name);
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get<Transform>(obj), part)))
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continue;
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}
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command_buffer->draw_indexed(part.index_count, part.index_offset, part.vertex_offset);
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}
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@ -165,10 +163,8 @@ void ShadowPass::render_meshes(GFXCommandBuffer* command_buffer, Scene& scene, c
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command_buffer->set_depth_bias(1.25f, 0.00f, 1.75f);
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for (auto& part : mesh.mesh->parts) {
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get<Transform>(obj), part))) {
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console::debug(System::Renderer, "Shadow Culled {}!", scene.get(obj).name);
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if(render_options.enable_frustum_culling && !test_aabb_frustum(frustum, get_aabb_for_part(scene.get<Transform>(obj), part)))
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continue;
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}
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command_buffer->bind_shader_buffer(part.bone_batrix_buffer, 0, 1, sizeof(Matrix4x4) * 128);
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command_buffer->draw_indexed(part.index_count, part.index_offset, part.vertex_offset);
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@ -162,8 +162,6 @@ void CommonEditor::update(float deltaTime) {
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}
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if(object.type == SelectableObject::Type::Handle) {
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console::debug(System::Game, "Selected axis {}!", utility::enum_to_string(object.axis));
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transforming_axis = true;
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axis = object.axis;
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previous_intersect = 0.0;
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@ -230,8 +228,6 @@ void CommonEditor::update(float deltaTime) {
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const float delta = current_intersect - previous_intersect;
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console::debug(System::Game, "{} {}", std::to_string(current_intersect), std::to_string(previous_intersect));
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previous_intersect = current_intersect;
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switch(axis) {
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