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Make projectiles receive lighting
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parent
258f7a2b42
commit
67a6a8f5d4
@ -227,6 +227,11 @@ namespace MWRender
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return mResourceSystem;
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}
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osg::Group* RenderingManager::getLightRoot()
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{
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return mLightRoot.get();
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}
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void RenderingManager::setNightEyeFactor(float factor)
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{
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if (factor != mNightEyeFactor)
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@ -65,6 +65,8 @@ namespace MWRender
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Resource::ResourceSystem* getResourceSystem();
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osg::Group* getLightRoot();
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void setNightEyeFactor(float factor);
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void setAmbientColour(const osg::Vec4f& colour);
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@ -8,6 +8,7 @@
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#include <components/resource/scenemanager.hpp>
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#include <components/sceneutil/controller.hpp>
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#include <components/sceneutil/visitor.hpp>
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#include <components/sceneutil/lightmanager.hpp>
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#include "../mwworld/manualref.hpp"
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#include "../mwworld/class.hpp"
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@ -96,6 +97,8 @@ namespace MWWorld
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SceneUtil::DisableFreezeOnCullVisitor disableFreezeOnCullVisitor;
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state.mNode->accept(disableFreezeOnCullVisitor);
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state.mNode->addCullCallback(new SceneUtil::LightListCallback);
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mParent->addChild(state.mNode);
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state.mEffectAnimationTime.reset(new MWRender::EffectAnimationTime);
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@ -164,7 +164,7 @@ namespace MWWorld
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{
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mPhysics = new MWPhysics::PhysicsSystem(resourceSystem, rootNode);
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mRendering = new MWRender::RenderingManager(viewer, rootNode, resourceSystem, &mFallback, resourcePath);
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mProjectileManager.reset(new ProjectileManager(rootNode, resourceSystem, mRendering, mPhysics));
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mProjectileManager.reset(new ProjectileManager(mRendering->getLightRoot(), resourceSystem, mRendering, mPhysics));
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mEsm.resize(contentFiles.size());
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Loading::Listener* listener = MWBase::Environment::get().getWindowManager()->getLoadingScreen();
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