mirror of
https://github.com/OpenMW/openmw.git
synced 2025-02-23 18:39:41 +00:00
Use raw pointer to node in glowupdater
This commit is contained in:
parent
67f31d948e
commit
1c76c93ed8
1 changed files with 3 additions and 3 deletions
|
@ -251,7 +251,7 @@ namespace MWRender
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
|
GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
|
||||||
osg::ref_ptr<osg::Node> node, float duration, Resource::ResourceSystem* resourcesystem)
|
osg::Node* node, float duration, Resource::ResourceSystem* resourcesystem)
|
||||||
: mTexUnit(texUnit)
|
: mTexUnit(texUnit)
|
||||||
, mColor(color)
|
, mColor(color)
|
||||||
, mOriginalColor(color)
|
, mOriginalColor(color)
|
||||||
|
@ -367,7 +367,7 @@ namespace MWRender
|
||||||
osg::Vec4f mColor;
|
osg::Vec4f mColor;
|
||||||
osg::Vec4f mOriginalColor; // for restoring the color of a permanent glow after a temporary glow on the object finishes
|
osg::Vec4f mOriginalColor; // for restoring the color of a permanent glow after a temporary glow on the object finishes
|
||||||
std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
|
std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
|
||||||
osg::ref_ptr<osg::Node> mNode;
|
osg::Node* mNode;
|
||||||
float mDuration;
|
float mDuration;
|
||||||
float mOriginalDuration; // for recording that this is originally a permanent glow if it is changed to a temporary one
|
float mOriginalDuration; // for recording that this is originally a permanent glow if it is changed to a temporary one
|
||||||
float mStartingTime;
|
float mStartingTime;
|
||||||
|
@ -1200,7 +1200,7 @@ namespace MWRender
|
||||||
glowColor.z() = effect->mData.mBlue / 255.f;
|
glowColor.z() = effect->mData.mBlue / 255.f;
|
||||||
|
|
||||||
if (!mGlowUpdater) // If there is no glow on object
|
if (!mGlowUpdater) // If there is no glow on object
|
||||||
addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from in-game as about 1.5 seconds
|
addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from original engine as about 1.5 seconds
|
||||||
|
|
||||||
else if (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true))
|
else if (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true))
|
||||||
addGlow(mObjectRoot, glowColor, 1.5);
|
addGlow(mObjectRoot, glowColor, 1.5);
|
||||||
|
|
Loading…
Reference in a new issue