Water and clouds no longer depend on timescale.

actorid
scrawl 12 years ago
parent 7604fb51b6
commit 7ffcfa3622

@ -353,8 +353,6 @@ void RenderingManager::update (float duration, bool paused)
Ogre::ControllerManager::getSingleton().setTimeFactor(0.f);
return;
}
Ogre::ControllerManager::getSingleton().setTimeFactor(
MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
mPlayer->update(duration);

@ -361,7 +361,7 @@ void SkyManager::update(float duration)
mRootNode->setPosition(mCamera->getDerivedPosition());
// UV Scroll the clouds
mCloudAnimationTimer += duration * mCloudSpeed * (MWBase::Environment::get().getWorld()->getTimeScaleFactor()/30.f);
mCloudAnimationTimer += duration * mCloudSpeed;
sh::Factory::getInstance().setSharedParameter ("cloudAnimationTimer",
sh::makeProperty<sh::FloatValue>(new sh::FloatValue(mCloudAnimationTimer)));

@ -399,7 +399,7 @@ void Water::update(float dt, Ogre::Vector3 player)
mUnderwaterDome->setPosition (pos);
*/
mWaterTimer += dt / 30.0 * MWBase::Environment::get().getWorld()->getTimeScaleFactor();
mWaterTimer += dt;
sh::Factory::getInstance ().setSharedParameter ("waterTimer", sh::makeProperty<sh::FloatValue>(new sh::FloatValue(mWaterTimer)));
mRendering->getSkyManager ()->setGlareEnabled (!mIsUnderwater);

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