Update the facedObject after the camera is updated

0.6.1
scrawl 8 years ago
parent ffb6dff6aa
commit a629d48df6

@ -709,6 +709,9 @@ void OMW::Engine::go()
{
mViewer->eventTraversal();
mViewer->updateTraversal();
mEnvironment.getWorld()->updateWindowManager();
mViewer->renderingTraversals();
}

@ -358,6 +358,8 @@ namespace MWBase
virtual void update (float duration, bool paused) = 0;
virtual void updateWindowManager () = 0;
virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount) = 0;
///< copy and place an object into the gameworld at the specified cursor position
/// @param object

@ -1624,16 +1624,14 @@ namespace MWWorld
if (!paused)
doPhysics (duration);
updatePlayer(paused);
mPhysics->debugDraw();
mWorldScene->update (duration, paused);
updateWindowManager ();
updateSoundListener();
updatePlayer(paused);
mSpellPreloadTimer -= duration;
if (mSpellPreloadTimer <= 0.f)
{

@ -130,7 +130,6 @@ namespace MWWorld
Ptr copyObjectToCell(const ConstPtr &ptr, CellStore* cell, ESM::Position pos, int count, bool adjustPos);
void updateSoundListener();
void updateWindowManager ();
void updatePlayer(bool paused);
void preloadSpells();
@ -461,6 +460,8 @@ namespace MWWorld
virtual void update (float duration, bool paused);
virtual void updateWindowManager ();
virtual MWWorld::Ptr placeObject (const MWWorld::ConstPtr& object, float cursorX, float cursorY, int amount);
///< copy and place an object into the gameworld at the specified cursor position
/// @param object

Loading…
Cancel
Save