mirror of
https://github.com/OpenMW/openmw.git
synced 2025-06-19 20:11:36 +00:00
Restore actor visibility mask
This commit is contained in:
parent
04e827ecf6
commit
0b042b75cc
2 changed files with 4 additions and 0 deletions
|
@ -22,6 +22,7 @@
|
||||||
#include "animation.hpp"
|
#include "animation.hpp"
|
||||||
#include "npcanimation.hpp"
|
#include "npcanimation.hpp"
|
||||||
#include "creatureanimation.hpp"
|
#include "creatureanimation.hpp"
|
||||||
|
#include "vismask.hpp"
|
||||||
|
|
||||||
namespace
|
namespace
|
||||||
{
|
{
|
||||||
|
@ -131,6 +132,7 @@ void Objects::insertModel(const MWWorld::Ptr &ptr, const std::string &mesh, bool
|
||||||
void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, bool weaponsShields)
|
void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, bool weaponsShields)
|
||||||
{
|
{
|
||||||
insertBegin(ptr);
|
insertBegin(ptr);
|
||||||
|
ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
|
||||||
|
|
||||||
// CreatureAnimation
|
// CreatureAnimation
|
||||||
std::auto_ptr<Animation> anim;
|
std::auto_ptr<Animation> anim;
|
||||||
|
@ -149,6 +151,7 @@ void Objects::insertCreature(const MWWorld::Ptr &ptr, const std::string &mesh, b
|
||||||
void Objects::insertNPC(const MWWorld::Ptr &ptr)
|
void Objects::insertNPC(const MWWorld::Ptr &ptr)
|
||||||
{
|
{
|
||||||
insertBegin(ptr);
|
insertBegin(ptr);
|
||||||
|
ptr.getRefData().getBaseNode()->setNodeMask(Mask_Actor);
|
||||||
|
|
||||||
std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));
|
std::auto_ptr<NpcAnimation> anim (new NpcAnimation(ptr, osg::ref_ptr<osg::Group>(ptr.getRefData().getBaseNode()), mResourceSystem, 0));
|
||||||
|
|
||||||
|
|
|
@ -12,6 +12,7 @@ namespace MWRender
|
||||||
// child of Scene
|
// child of Scene
|
||||||
Mask_Effect = 0x2,
|
Mask_Effect = 0x2,
|
||||||
Mask_Debug = 0x4,
|
Mask_Debug = 0x4,
|
||||||
|
Mask_Actor = 0x8,
|
||||||
|
|
||||||
// top level masks
|
// top level masks
|
||||||
Mask_Scene = 0x10,
|
Mask_Scene = 0x10,
|
||||||
|
|
Loading…
Reference in a new issue