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Z-up conversion: terrain, objects

This commit is contained in:
scrawl 2013-02-26 08:30:06 +01:00
parent 355390429e
commit a5451eb9d9
2 changed files with 4 additions and 5 deletions

View file

@ -147,8 +147,7 @@ RenderingManager::RenderingManager (OEngine::Render::OgreRenderer& _rend, const
// Morrowind uses, and it automagically makes everything work as it
// should.
SceneNode *rt = mRendering.getScene()->getRootSceneNode();
mMwRoot = rt->createChildSceneNode("mwRoot");
mMwRoot->pitch(Degree(-90));
mMwRoot = rt;
mObjects.setMwRoot(mMwRoot);
mActors.setMwRoot(mMwRoot);

View file

@ -26,7 +26,7 @@ namespace MWRender
//----------------------------------------------------------------------------------------------
TerrainManager::TerrainManager(Ogre::SceneManager* mgr, RenderingManager* rend) :
mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Z, mLandSize, mWorldSize)), mRendering(rend)
mTerrainGroup(TerrainGroup(mgr, Terrain::ALIGN_X_Y, mLandSize, mWorldSize)), mRendering(rend)
{
mTerrainGlobals = OGRE_NEW TerrainGlobalOptions();
@ -54,8 +54,8 @@ namespace MWRender
mTerrainGlobals->setCompositeMapDistance(mWorldSize*2);
mTerrainGroup.setOrigin(Vector3(mWorldSize/2,
0,
-mWorldSize/2));
mWorldSize/2,
0));
Terrain::ImportData& importSettings = mTerrainGroup.getDefaultImportSettings();