temporary hack to work around model scale data corruption

This commit is contained in:
ZappoMan 2014-02-04 13:21:31 -08:00
parent 2b429ba2d3
commit 468cd0d8bb

View file

@ -99,7 +99,11 @@ void ParticleTreeRenderer::renderElement(OctreeElement* element, RenderArgs* arg
// TODO: need to figure out correct scale adjust, this was arbitrarily set to make a couple models work
const float MODEL_SCALE = 0.00575f;
glm::vec3 scale(1.0f,1.0f,1.0f);
model->setScale(scale * MODEL_SCALE * radius * particle.getModelScale());
// TODO: There is some kind of a bug in packing of the particle packets which is causing modelscale to
// sometimes be garbage. We will temporarily make it always 1.0
float modelScale = 1.0f; /// particle.getModelScale()
model->setScale(scale * MODEL_SCALE * radius * modelScale);
model->simulate(0.0f);
model->render(alpha); // TODO: should we allow particles to have alpha on their models?