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Do not use a separate GlowUpdater for every arrow in quiver

This commit is contained in:
Andrei Kortunov 2019-08-07 11:42:34 +04:00
parent 8557346fbd
commit b7c214b1bc

View File

@ -353,9 +353,12 @@ void ActorAnimation::updateQuiver()
{
osg::ref_ptr<osg::Group> arrowNode = ammoNode->getChild(i)->asGroup();
osg::ref_ptr<osg::Node> arrow = mResourceSystem->getSceneManager()->getInstance(model, arrowNode);
if (!ammo->getClass().getEnchantment(*ammo).empty())
mGlowUpdater = SceneUtil::addEnchantedGlow(arrow, mResourceSystem, glowColor);
}
// Assign GlowUpdater for ammo sheathing bone itself to do not attach it to every arrow
ammoNode->setUpdateCallback(nullptr);
if (ammoCount > 0 && !ammo->getClass().getEnchantment(*ammo).empty())
SceneUtil::addEnchantedGlow(ammoNode, mResourceSystem, glowColor);
}
void ActorAnimation::itemAdded(const MWWorld::ConstPtr& item, int /*count*/)