]> git.leopard-lacewing.eu Git - cgue_weave.git/commitdiff
Boar position fixed
authorPeter Schaefer <schaeferpm@gmail.com>
Mon, 20 Jun 2016 20:58:46 +0000 (22:58 +0200)
committerPeter Schaefer <schaeferpm@gmail.com>
Mon, 20 Jun 2016 20:58:46 +0000 (22:58 +0200)
Weave/Graphix/Model/IMetaMesh.cpp
Weave/Scene/Boar.cpp
Weave/Scene/Scene.cpp

index 3702f57963b3a13277cda151bf27c27e289ca4f5..dace6bb77ac1dcfb88709bb6a5cbbb1d40913147 100644 (file)
@@ -202,13 +202,13 @@ void IMetaMesh::bt_init(bool _isConvex)
 {\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
index 60f6da7df2f9ddd795251d40a6cebc2adcdc68aa..e687c5d90649aa5309899356bd4dfbd1b0dca161 100644 (file)
@@ -39,8 +39,8 @@ void Boar::collides(SceneObject * _other, btPersistentManifold * _contactManifol
        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;
        
 }
index d932b040efb068fe803bc847e4971c35d3e20550..533c2298a7c72d6892efb77bd957d7634f2a0910 100644 (file)
@@ -296,13 +296,13 @@ void Scene::draw() const
        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);