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HERE COMES AN S
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1 changed files with 3 additions and 3 deletions
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@ -61,7 +61,7 @@ void RenderableModelEntityItem::remapTextures() {
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}
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}
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if (!_model->isLoadedWithTextures()) {
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if (!_model->isLoadedWithTextures()) {
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return; // nothing to do if the model has not yet loaded it's default textures
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return; // nothing to do if the model has not yet loaded its default textures
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}
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}
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if (!_originalTexturesRead && _model->isLoadedWithTextures()) {
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if (!_originalTexturesRead && _model->isLoadedWithTextures()) {
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@ -220,7 +220,7 @@ Model* RenderableModelEntityItem::getModel(EntityTreeRenderer* renderer) {
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// if we have a URL, then we will want to end up returning a model...
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// if we have a URL, then we will want to end up returning a model...
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if (!getModelURL().isEmpty()) {
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if (!getModelURL().isEmpty()) {
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// if we have a previously allocated model, but it's URL doesn't match
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// if we have a previously allocated model, but its URL doesn't match
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// then we need to let our renderer update our model for us.
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// then we need to let our renderer update our model for us.
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if (_model && QUrl(getModelURL()) != _model->getURL()) {
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if (_model && QUrl(getModelURL()) != _model->getURL()) {
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result = _model = _myRenderer->updateModel(_model, getModelURL(), getCollisionModelURL());
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result = _model = _myRenderer->updateModel(_model, getModelURL(), getCollisionModelURL());
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@ -387,7 +387,7 @@ void RenderableModelEntityItem::computeShapeInfo(ShapeInfo& info) {
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}
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}
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// We expect that the collision model will have the same units and will be displaced
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// We expect that the collision model will have the same units and will be displaced
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// from it's origin in the same way the visual model is. The visual model has
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// from its origin in the same way the visual model is. The visual model has
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// been centered and probably scaled. We take the scaling and offset which were applied
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// been centered and probably scaled. We take the scaling and offset which were applied
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// to the visual model and apply them to the collision model (without regard for the
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// to the visual model and apply them to the collision model (without regard for the
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// collision model's extents).
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// collision model's extents).
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