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Add Ogre::Light objects to the object list
Note that NIFs actually have NiLight-based light records which could be used to create Ogre::Light objects. However, no Morrowind NIF uses them, as far as I can tell.
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3 changed files with 5 additions and 1 deletions
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@ -35,11 +35,14 @@ void Animation::AnimationValue::setValue(Ogre::Real)
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void Animation::destroyObjectList(Ogre::SceneManager *sceneMgr, NifOgre::ObjectList &objects)
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{
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for(size_t i = 0;i < objects.mLights.size();i++)
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sceneMgr->destroyLight(objects.mLights[i]);
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for(size_t i = 0;i < objects.mParticles.size();i++)
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sceneMgr->destroyParticleSystem(objects.mParticles[i]);
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for(size_t i = 0;i < objects.mEntities.size();i++)
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sceneMgr->destroyEntity(objects.mEntities[i]);
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objects.mControllers.clear();
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objects.mLights.clear();
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objects.mParticles.clear();
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objects.mEntities.clear();
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objects.mSkelBase = NULL;
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@ -159,7 +159,7 @@ void Objects::insertMesh (const MWWorld::Ptr& ptr, const std::string& mesh, bool
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}
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if(!mIsStatic || !Settings::Manager::getBool("use static geometry", "Objects") ||
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anyTransparency || !objects.mParticles.empty())
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anyTransparency || !objects.mParticles.empty() || !objects.mLights.empty())
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{
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for(size_t i = 0;i < objects.mEntities.size();i++)
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{
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@ -43,6 +43,7 @@ struct ObjectList {
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Ogre::Entity *mSkelBase;
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std::vector<Ogre::Entity*> mEntities;
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std::vector<Ogre::ParticleSystem*> mParticles;
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std::vector<Ogre::Light*> mLights;
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std::map<int,TextKeyMap> mTextKeys;
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