Restore actor visibility mask

This commit is contained in:
scrawl 2015-05-23 05:42:37 +02:00
parent 04e827ecf6
commit 0b042b75cc
2 changed files with 4 additions and 0 deletions

View file

@ -22,6 +22,7 @@
#include "animation.hpp"
#include "npcanimation.hpp"
#include "creatureanimation.hpp"
#include "vismask.hpp"
namespace
{
@ -131,6 +132,7 @@ void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh, bool
void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, bool weaponsShields)
{
insertBegin(ptr);
ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
// CreatureAnimation
std::auto_ptr<Animation> anim;
@ -149,6 +151,7 @@ void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, b
void Objects::insertNPC(const MWWorld::Ptr &ptr)
{
insertBegin(ptr);
ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));

View file

@ -12,6 +12,7 @@ namespace MWRender
// child of Scene
Mask_Effect = 0x2,
Mask_Debug = 0x4,
Mask_Actor = 0x8,
// top level masks
Mask_Scene = 0x10,