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Ignore particle systems in getScreenBounds

This commit is contained in:
scrawl 2015-06-17 18:22:31 +02:00
parent b543308e3e
commit 3ebfb4e0d9
2 changed files with 2 additions and 0 deletions

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@ -1007,6 +1007,7 @@ namespace MWRender
else
{
osg::ComputeBoundsVisitor computeBound;
computeBound.setTraversalMask(~Mask_ParticleSystem);
parent->accept(computeBound);
// PositionAttitudeTransform seems to be slightly faster than MatrixTransform

View file

@ -484,6 +484,7 @@ namespace MWRender
return osg::Vec4f();
osg::ComputeBoundsVisitor computeBoundsVisitor;
computeBoundsVisitor.setTraversalMask(~MWRender::Mask_ParticleSystem);
ptr.getRefData().getBaseNode()->accept(computeBoundsVisitor);
osg::Matrix viewProj = mViewer->getCamera()->getViewMatrix() * mViewer->getCamera()->getProjectionMatrix();