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Z-up conversion: terrain, objects
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355390429e
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2 changed files with 4 additions and 5 deletions
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@ -147,8 +147,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
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// Morrowind uses, and it automagically makes everything work as it
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// should.
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SceneNode *rt = mRendering.getScene()->getRootSceneNode();
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mMwRoot = rt->createChildSceneNode("mwRoot");
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mMwRoot->pitch(Degree(-90));
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mMwRoot = rt;
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mObjects.setMwRoot(mMwRoot);
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mActors.setMwRoot(mMwRoot);
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@ -26,7 +26,7 @@ namespace MWRender
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//----------------------------------------------------------------------------------------------
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TerrainManager::TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend) :
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mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize)), mRendering(rend)
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mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Y, mLandSize, mWorldSize)), mRendering(rend)
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{
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mTerrainGlobals = OGRE_NEW TerrainGlobalOptions();
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@ -54,8 +54,8 @@ namespace MWRender
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mTerrainGlobals->setCompositeMapDistance(mWorldSize*2);
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mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
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0,
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-mWorldSize/2));
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mWorldSize/2,
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0));
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Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();
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