mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-07-21 06:14:05 +00:00
Do not use a separate GlowUpdater for every arrow in quiver
This commit is contained in:
parent
8557346fbd
commit
b7c214b1bc
1 changed files with 5 additions and 2 deletions
|
@ -353,9 +353,12 @@ void ActorAnimation::updateQuiver()
|
||||||
{
|
{
|
||||||
osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
|
osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
|
||||||
osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
|
osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
|
||||||
if (!ammo->getClass().getEnchantment(*ammo).empty())
|
|
||||||
mGlowUpdater = SceneUtil::addEnchantedGlow(arrow, mResourceSystem, glowColor);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Assign GlowUpdater for ammo sheathing bone itself to do not attach it to every arrow
|
||||||
|
ammoNode->setUpdateCallback(nullptr);
|
||||||
|
if (ammoCount > 0 && !ammo->getClass().getEnchantment(*ammo).empty())
|
||||||
|
SceneUtil::addEnchantedGlow(ammoNode, mResourceSystem, glowColor);
|
||||||
}
|
}
|
||||||
|
|
||||||
void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
|
void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)
|
||||||
|
|
Loading…
Reference in a new issue