Don't use the ParticleSystem for computing placeable bounds (Bug #2700)

pull/638/head
scrawl 10 years ago
parent 7b35882814
commit b648722d3b

@ -22,8 +22,11 @@ namespace MWRender
Mask_Scene = (1<<8),
Mask_GUI = (1<<9),
// Set on a Geode
Mask_ParticleSystem = (1<<10),
// Set on cameras within the main scene graph
Mask_RenderToTexture = (1<<10)
Mask_RenderToTexture = (1<<11)
// reserved: (1<<16) for SceneUtil::Mask_Lit
};

@ -37,6 +37,7 @@
#include "../mwrender/animation.hpp"
#include "../mwrender/renderingmanager.hpp"
#include "../mwrender/camera.hpp"
#include "../mwrender/vismask.hpp"
#include "../mwscript/interpretercontext.hpp"
#include "../mwscript/globalscripts.hpp"
@ -1862,6 +1863,7 @@ namespace MWWorld
{
// Adjust position so the location we wanted ends up in the middle of the object bounding box
osg::ComputeBoundsVisitor computeBounds;
computeBounds.setTraversalMask(~MWRender::Mask_ParticleSystem);
dropped.getRefData().getBaseNode()->accept(computeBounds);
osg::BoundingBox bounds = computeBounds.getBoundingBox();
if (bounds.valid())

@ -47,6 +47,7 @@ namespace
if (geode->getNumParents() && geode->getParent(0)->getNumParents())
transformInitialParticles(partsys, geode->getParent(0)->getParent(0));
}
geode->setNodeMask((1<<10)); //MWRender::Mask_ParticleSystem
}
}
}

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