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Commit 0f379ba0 authored by Anakin's avatar Anakin
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ignore null, bones, shadow mesh and hidden things

parent 8929717c
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...@@ -306,6 +306,13 @@ void OpenGLController::updateScene() ...@@ -306,6 +306,13 @@ void OpenGLController::updateScene()
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++) for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
{ {
// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
if (vModels[modelIndex]->type == null ||
vModels[modelIndex]->type == bone ||
vModels[modelIndex]->type == shadowMesh ||
vModels[modelIndex]->renderFlags == 1)
continue;
for (auto& segIt : vModels[modelIndex]->segmLst) for (auto& segIt : vModels[modelIndex]->segmLst)
{ {
// give texture to the shader // give texture to the shader
...@@ -360,6 +367,10 @@ void OpenGLController::loadMsh(const char * path) ...@@ -360,6 +367,10 @@ void OpenGLController::loadMsh(const char * path)
for (auto& modIt : vModels) for (auto& modIt : vModels)
{ {
// don't draw bones, nulls, shadow mesh and hidden things
if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
continue;
for (auto& segIt : modIt->segmLst) for (auto& segIt : modIt->segmLst)
{ {
for (unsigned int i = 0; i < segIt->meshSize; i++) for (unsigned int i = 0; i < segIt->meshSize; i++)
...@@ -399,6 +410,9 @@ void OpenGLController::loadMsh(const char * path) ...@@ -399,6 +410,9 @@ void OpenGLController::loadMsh(const char * path)
// get textures // get textures
for (auto& modIt : vModels) for (auto& modIt : vModels)
{ {
// we don't need textures from null, bones, shadowMesh and hidden things, since they are not displayed
if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
continue;
for (auto& segIt : modIt->segmLst) for (auto& segIt : modIt->segmLst)
{ {
textureData* tempData = new textureData; textureData* tempData = new textureData;
......
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