Fix an outdated comment

actorid
Chris Robinson 12 years ago
parent 74ed1f73b4
commit d5490b0f8f

@ -118,8 +118,7 @@ void Animation::setObjectRoot(Ogre::SceneNode *node, const std::string &model, b
}
// Set the bones as manually controlled since we're applying the
// transformations manually (needed if we want to apply an animation
// from one skeleton onto another).
// transformations manually
Ogre::SkeletonInstance *skelinst = mObjectRoot.mSkelBase->getSkeleton();
Ogre::Skeleton::BoneIterator boneiter = skelinst->getBoneIterator();
while(boneiter.hasMoreElements())

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