Changed: Workaround for huge target reticle when max polygon is set to low
--HG-- branch : develop
This commit is contained in:
parent
6499b1b053
commit
f80e36ebd6
2 changed files with 4 additions and 0 deletions
|
@ -3055,6 +3055,7 @@ void CEntityCL::updateVisiblePostPos(const NLMISC::TTime &/* currentTimeInMs */,
|
||||||
if (!instance.empty())
|
if (!instance.empty())
|
||||||
{
|
{
|
||||||
_SelectionFX.cast (instance);
|
_SelectionFX.cast (instance);
|
||||||
|
_SelectionFX.setLoadBalancingGroup("SelectionFx");
|
||||||
if (_SelectionFX.empty())
|
if (_SelectionFX.empty())
|
||||||
{
|
{
|
||||||
// shape found, but not a particle system
|
// shape found, but not a particle system
|
||||||
|
@ -3083,6 +3084,7 @@ void CEntityCL::updateVisiblePostPos(const NLMISC::TTime &/* currentTimeInMs */,
|
||||||
if (!instance.empty())
|
if (!instance.empty())
|
||||||
{
|
{
|
||||||
_MouseOverFX.cast (instance);
|
_MouseOverFX.cast (instance);
|
||||||
|
_MouseOverFX.setLoadBalancingGroup("SelectionFx");
|
||||||
if (_MouseOverFX.empty())
|
if (_MouseOverFX.empty())
|
||||||
{
|
{
|
||||||
// shape found, but not a particle system
|
// shape found, but not a particle system
|
||||||
|
|
|
@ -593,6 +593,8 @@ void initMainLoop()
|
||||||
Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
|
Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
|
||||||
Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
|
Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
|
||||||
Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
|
Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
|
||||||
|
// separate group for mouse/target selection reticle
|
||||||
|
Scene->setGroupLoadMaxPolygon("SelectionFx", 10000);
|
||||||
// enable Scene Lighting
|
// enable Scene Lighting
|
||||||
Scene->enableLightingSystem(true);
|
Scene->enableLightingSystem(true);
|
||||||
Scene->setAmbientGlobal(CRGBA::Black);
|
Scene->setAmbientGlobal(CRGBA::Black);
|
||||||
|
|
Loading…
Reference in a new issue