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https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-02-22 12:39:41 +00:00
cmake fix; silenced some warnings
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3 changed files with 24 additions and 25 deletions
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@ -39,7 +39,7 @@ add_openmw_dir (mwscript
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locals scriptmanager compilercontext interpretercontext cellextensions miscextensions
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locals scriptmanager compilercontext interpretercontext cellextensions miscextensions
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guiextensions soundextensions skyextensions statsextensions containerextensions
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guiextensions soundextensions skyextensions statsextensions containerextensions
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aiextensions controlextensions extensions globalscripts ref dialogueextensions
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aiextensions controlextensions extensions globalscripts ref dialogueextensions
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animationextensions
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animationextensions transformationextensions
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)
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)
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add_openmw_dir (mwsound
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add_openmw_dir (mwsound
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@ -165,7 +165,6 @@ namespace MWWorld
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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for (std::vector<std::pair<std::string, Ogre::Vector3> >::const_iterator iter (actors.begin());
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iter!=actors.end(); ++iter)
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iter!=actors.end(); ++iter)
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{
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{
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OEngine::Physic::PhysicActor* act = mEngine->getCharacter(iter->first);
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//dirty stuff to get the camera orientation. Must be changed!
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//dirty stuff to get the camera orientation. Must be changed!
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Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
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Ogre::SceneNode *sceneNode = mRender.getScene()->getSceneNode (iter->first);
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@ -82,17 +82,17 @@ static void vectorMulAdd(const Matrix &A, const Vector &B, float *C, float scale
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}
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}
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// Computes B = AxB (matrix*vector)
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// Computes B = AxB (matrix*vector)
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static void vectorMul(const Matrix &A, float *C)
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//static void vectorMul(const Matrix &A, float *C)
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{
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//{
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// Keep the original values
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// // Keep the original values
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float a = C[0];
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// float a = C[0];
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float b = C[1];
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// float b = C[1];
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float c = C[2];
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// float c = C[2];
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// Perform matrix multiplication, scaling and addition
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// // Perform matrix multiplication, scaling and addition
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for (int i=0;i<3;i++)
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// for (int i=0;i<3;i++)
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C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
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// C[i] = a*A.v[i].array[0] + b*A.v[i].array[1] + c*A.v[i].array[2];
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}
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//}
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ManualBulletShapeLoader::~ManualBulletShapeLoader()
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ManualBulletShapeLoader::~ManualBulletShapeLoader()
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