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Disabled ripples until we can properly trigger them from the new character controller.

This commit is contained in:
scrawl 2013-02-19 03:15:31 +01:00
parent 6cceb04adf
commit 427152c518

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@ -393,10 +393,9 @@ void Water::update(float dt, Ogre::Vector3 player)
mRendering->getSkyManager ()->setGlareEnabled (!mIsUnderwater); mRendering->getSkyManager ()->setGlareEnabled (!mIsUnderwater);
/// \todo player.y is the scene node position (which is above the head) and not the feet position
//if (player.y <= mTop) //if (player.y <= mTop)
{ {
mSimulation->addImpulse(Ogre::Vector2(player.x, player.z)); //mSimulation->addImpulse(Ogre::Vector2(player.x, player.z));
} }
mSimulation->update(dt, Ogre::Vector2(player.x, player.z)); mSimulation->update(dt, Ogre::Vector2(player.x, player.z));