diff --git a/apps/openmw/mwmechanics/pathfinding.cpp b/apps/openmw/mwmechanics/pathfinding.cpp index 798a0ea21..9013d3269 100644 --- a/apps/openmw/mwmechanics/pathfinding.cpp +++ b/apps/openmw/mwmechanics/pathfinding.cpp @@ -53,7 +53,8 @@ namespace { assert(grid && !grid->mPoints.empty()); - float distanceBetween = distanceSquared(grid->mPoints[0], pos); + float closestDistanceBetween = distanceSquared(grid->mPoints[0], pos); + float closestDistanceReachable = closestDistanceBetween; int closestIndex = 0; int closestReachableIndex = 0; // TODO: if this full scan causes performance problems mapping pathgrid @@ -61,17 +62,25 @@ namespace for(unsigned int counter = 1; counter < grid->mPoints.size(); counter++) { float potentialDistBetween = distanceSquared(grid->mPoints[counter], pos); - if(potentialDistBetween < distanceBetween) + if (potentialDistBetween < closestDistanceReachable) { // found a closer one - distanceBetween = potentialDistBetween; - closestIndex = counter; if (cell->isPointConnected(start, counter)) { + closestDistanceReachable = potentialDistBetween; closestReachableIndex = counter; } + if (potentialDistBetween < closestDistanceBetween) + { + closestDistanceBetween = potentialDistBetween; + closestIndex = counter; + } } } + + // invariant: start and endpoint must be connected + assert(cell->isPointConnected(start, closestReachableIndex)); + // AiWander has logic that depends on whether a path was created, deleting // allowed nodes if not. Hence a path needs to be created even if the start // and the end points are the same. diff --git a/components/sdlutil/sdlcursormanager.cpp b/components/sdlutil/sdlcursormanager.cpp index 70a159306..e1a67aff8 100644 --- a/components/sdlutil/sdlcursormanager.cpp +++ b/components/sdlutil/sdlcursormanager.cpp @@ -126,12 +126,16 @@ namespace glViewport(0, 0, width, height); + osg::ref_ptr geom; + #if defined(__APPLE__) - // FIXME: why are the extra flips needed on Mac? glReadPixels bug? - osg::ref_ptr geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,1,0), osg::Vec3(2,0,0), osg::Vec3(0,-2,0)); -#else - osg::ref_ptr geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,-1,0), osg::Vec3(2,0,0), osg::Vec3(0,2,0)); + // Extra flip needed on Intel graphics OS X systems due to a driver bug + std::string vendorString = (const char*)glGetString(GL_VENDOR); + if (vendorString.find("Intel") != std::string::npos) + geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,1,0), osg::Vec3(2,0,0), osg::Vec3(0,-2,0)); + else #endif + geom = osg::createTexturedQuadGeometry(osg::Vec3(-1,-1,0), osg::Vec3(2,0,0), osg::Vec3(0,2,0)); geom->drawImplementation(renderInfo);