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Water and clouds no longer depend on timescale.
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7604fb51b6
commit
7ffcfa3622
3 changed files with 2 additions and 4 deletions
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@ -353,8 +353,6 @@ void RenderingManager::update (float duration, bool paused)
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Ogre::ControllerManager::getSingleton().setTimeFactor(0.f);
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return;
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}
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Ogre::ControllerManager::getSingleton().setTimeFactor(
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MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
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mPlayer->update(duration);
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@ -361,7 +361,7 @@ void SkyManager::update(float duration)
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mRootNode->setPosition(mCamera->getDerivedPosition());
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// UV Scroll the clouds
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mCloudAnimationTimer += duration * mCloudSpeed * (MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
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mCloudAnimationTimer += duration * mCloudSpeed;
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sh::Factory::getInstance().setSharedParameter ("cloudAnimationTimer",
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sh::makeProperty<sh::FloatValue>(new sh::FloatValue(mCloudAnimationTimer)));
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@ -399,7 +399,7 @@ void Water::update(float dt, Ogre::Vector3 player)
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mUnderwaterDome->setPosition (pos);
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*/
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mWaterTimer += dt / 30.0 * MWBase::Environment::get().getWorld()->getTimeScaleFactor();
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mWaterTimer += dt;
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sh::Factory::getInstance ().setSharedParameter ("waterTimer", sh::makeProperty<sh::FloatValue>(new sh::FloatValue(mWaterTimer)));
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mRendering->getSkyManager ()->setGlareEnabled (!mIsUnderwater);
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