{\r
if (bt_collision_shape == nullptr)\r
{\r
- if (models.size() == 1)\r
- {\r
- auto tmp = models.front().first;\r
- tmp->bt_init(_isConvex);\r
- bt_collision_shape = *tmp;\r
- }\r
- else\r
+ //if (models.size() == 1)\r
+ //{\r
+ // auto tmp = models.front().first;\r
+ // tmp->bt_init(_isConvex);\r
+ // bt_collision_shape = *tmp;\r
+ //}\r
+ //else\r
{\r
btCompoundShape* tmp_shape = new btCompoundShape();\r
btTransform tmpModelMatBT;\r
if (pdist >= .0f)
return;
- Message::info("Spiel Verloren!->" + std::to_string(pdist));
- //Events::halt = true;
- _other->movable = false;
+ Message::info("Spiel Verloren!->" + std::to_string(pdist));
+ //Events::halt = true;
+ _other->movable = false;
}
glDisable(GL_POLYGON_OFFSET_FILL);
- /* Prepere DRAW SCENE */
+ /* Prepare DRAW SCENE */
camera.useCamera();
render->useBuffer();
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
dirLight->updateDirLightView();
Shader::getShader(SH_LIGHTING)->useShader();
fBufferObject::clearBuffer();
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
shadowdir->getTexture()->useTexture(uPLightXP);