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Make DebugDrawer a LightManager child, don't use VAO for lines

Fixes terrain lighting but currently breaks non-line primitive rendering in exteriors
This commit is contained in:
Alexei Kotov 2024-02-07 09:14:17 +03:00
parent 38ab09a52e
commit f9498e6ea4
2 changed files with 2 additions and 2 deletions

View file

@ -433,7 +433,7 @@ namespace MWRender
} }
mDebugDraw = new Debug::DebugDrawer(mResourceSystem->getSceneManager()->getShaderManager()); mDebugDraw = new Debug::DebugDrawer(mResourceSystem->getSceneManager()->getShaderManager());
mRootNode->addChild(mDebugDraw); sceneRoot->addChild(mDebugDraw);
mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation()); mResourceSystem->getSceneManager()->setIncrementalCompileOperation(mViewer->getIncrementalCompileOperation());

View file

@ -232,7 +232,7 @@ namespace Debug
auto vertices = new osg::Vec3Array; auto vertices = new osg::Vec3Array;
auto color = new osg::Vec3Array; auto color = new osg::Vec3Array;
lines.setDataVariance(osg::Object::STATIC); lines.setDataVariance(osg::Object::STATIC);
lines.setUseVertexArrayObject(true); lines.setUseVertexBufferObjects(true);
lines.setUseDisplayList(false); lines.setUseDisplayList(false);
lines.setCullingActive(false); lines.setCullingActive(false);