physics reenabled

actorid
Jason Hooks 13 years ago
parent c399f4f210
commit d855bb4fc6

@ -47,7 +47,7 @@ namespace MWClass
const std::string &model = ref->base->model;
assert (ref->base != NULL);
if(!model.empty()){
// physics.insertActorPhysics(ptr, "meshes\\" + model);
physics.insertActorPhysics(ptr, "meshes\\" + model);
}
}

@ -49,11 +49,11 @@ namespace MWClass
std::string bodyRaceID = headID.substr(0, headID.find_last_of("head_") - 4);
bool beast = bodyRaceID == "b_n_khajiit_m_" || bodyRaceID == "b_n_khajiit_f_" || bodyRaceID == "b_n_argonian_m_" || bodyRaceID == "b_n_argonian_f_";
/*
std::string smodel = "meshes\\base_anim.nif";
if(beast)
smodel = "meshes\\base_animkna.nif";
physics.insertActorPhysics(ptr, smodel);*/
physics.insertActorPhysics(ptr, smodel);
}

@ -337,7 +337,7 @@ void NIFLoader::createOgreSubMesh(NiTriShape *shape, const String &material, std
HardwareVertexBufferSharedPtr vbuf =
HardwareBufferManager::getSingleton().createVertexBuffer(
VertexElement::getTypeSize(VET_FLOAT3),
numVerts, HardwareBuffer::HBU_STATIC_WRITE_ONLY);
numVerts, HardwareBuffer::HBU_DYNAMIC);
if(flip)
{

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