Update shader with a non-color tracking material when equipment is changed during chameleon/invisibility effects (Fixes #4190)

pull/331/head
scrawl 7 years ago
parent e42bd71081
commit 95b3c1181a

@ -388,9 +388,6 @@ void NpcAnimation::rebuild()
{
updateNpcBase();
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
MWBase::Environment::get().getMechanicsManager()->forceStateUpdate(mPtr);
}
@ -651,6 +648,9 @@ void NpcAnimation::updateParts()
if (wasArrowAttached)
attachArrow();
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
@ -917,6 +917,8 @@ void NpcAnimation::showWeapons(bool showWeapon)
attachArrow();
}
}
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
else
{
@ -942,6 +944,8 @@ void NpcAnimation::showCarriedLeft(bool show)
if (iter->getTypeName() == typeid(ESM::Light).name() && mObjectParts[ESM::PRT_Shield])
addExtraLight(mObjectParts[ESM::PRT_Shield]->getNode()->asGroup(), iter->get<ESM::Light>()->mBase);
}
if (mAlpha != 1.f)
mResourceSystem->getSceneManager()->recreateShaders(mObjectRoot);
}
else
removeIndividualPart(ESM::PRT_Shield);

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