Use raw pointer to node in glowupdater

coverity_scan^2
Allofich 9 years ago
parent 67f31d948e
commit 1c76c93ed8

@ -251,7 +251,7 @@ namespace MWRender
{
public:
GlowUpdater(int texUnit, osg::Vec4f color, const std::vector<osg::ref_ptr<osg::Texture2D> >& textures,
osg::ref_ptr<osg::Node> node, float duration, Resource::ResourceSystem* resourcesystem)
osg::Node* node, float duration, Resource::ResourceSystem* resourcesystem)
: mTexUnit(texUnit)
, mColor(color)
, mOriginalColor(color)
@ -367,7 +367,7 @@ namespace MWRender
osg::Vec4f mColor;
osg::Vec4f mOriginalColor; // for restoring the color of a permanent glow after a temporary glow on the object finishes
std::vector<osg::ref_ptr<osg::Texture2D> > mTextures;
osg::ref_ptr<osg::Node> mNode;
osg::Node* mNode;
float mDuration;
float mOriginalDuration; // for recording that this is originally a permanent glow if it is changed to a temporary one
float mStartingTime;
@ -1200,7 +1200,7 @@ namespace MWRender
glowColor.z() = effect->mData.mBlue / 255.f;
if (!mGlowUpdater) // If there is no glow on object
addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from in-game as about 1.5 seconds
addGlow(mObjectRoot, glowColor, 1.5); // Glow length measured from original engine as about 1.5 seconds
else if (mGlowUpdater->isDone() || (mGlowUpdater->isPermanentGlowUpdater() == true))
addGlow(mObjectRoot, glowColor, 1.5);

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