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