Don't store camera nodes, we don't need them.

actorid
Chris Robinson 12 years ago
parent 90e29c83c0
commit 6a3ba41170

@ -51,7 +51,6 @@ void Animation::destroyObjectList(Ogre::SceneManager *sceneMgr, NifOgre::ObjectL
for(size_t i = 0;i < objects.mEntities.size();i++)
sceneMgr->destroyEntity(objects.mEntities[i]);
objects.mControllers.clear();
objects.mCameras.clear();
objects.mParticles.clear();
objects.mEntities.clear();
objects.mSkelBase = NULL;

@ -748,9 +748,7 @@ class NIFObjectLoader
if(node->recType == Nif::RC_NiCamera)
{
int trgtid = NIFSkeletonLoader::lookupOgreBoneHandle(name, node->recIndex);
Ogre::Bone *trgtbone = objectlist.mSkelBase->getSkeleton()->getBone(trgtid);
objectlist.mCameras.push_back(trgtbone);
/* Ignored */
}
if(node->recType == Nif::RC_NiTriShape && !(flags&0x80000000))

@ -44,12 +44,6 @@ struct ObjectList {
std::vector<Ogre::Entity*> mEntities;
std::vector<Ogre::ParticleSystem*> mParticles;
// We could actually have Ogre::Camera objects, but that means more
// maintenance when switching cameras. The information in the NiCamera node
// is pretty much useless too anyway. So instead, this is just a list of
// bones in the mSkelBase which are NiCamera nodes.
std::vector<Ogre::Bone*> mCameras;
std::map<int,TextKeyMap> mTextKeys;
std::vector<Ogre::Controller<Ogre::Real> > mControllers;

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