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Fixing water <-> waterfall blending issues (Sort of... the second part will follow later)

This commit is contained in:
scrawl 2013-01-09 21:56:26 +01:00
parent bd8d793fec
commit b8c6f6640b

View file

@ -48,7 +48,6 @@ Water::Water (Ogre::Camera *camera, RenderingManager* rend, const ESM::Cell* cel
mWater = mSceneManager->createEntity("water"); mWater = mSceneManager->createEntity("water");
mWater->setVisibilityFlags(RV_Water); mWater->setVisibilityFlags(RV_Water);
mWater->setRenderQueueGroup(RQG_Water);
mWater->setCastShadows(false); mWater->setCastShadows(false);
mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode(); mWaterNode = mSceneManager->getRootSceneNode()->createChildSceneNode();
@ -324,7 +323,11 @@ void Water::applyRTT()
mReflectionTarget = rtt; mReflectionTarget = rtt;
sh::Factory::getInstance ().setTextureAlias ("WaterReflection", mReflectionTexture->getName()); sh::Factory::getInstance ().setTextureAlias ("WaterReflection", mReflectionTexture->getName());
mWater->setRenderQueueGroup(RQG_Water);
} }
else
mWater->setRenderQueueGroup(RQG_Alpha);
} }
void Water::applyVisibilityMask() void Water::applyVisibilityMask()