Fix shadow lod level in singleplayer
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@@ -16,12 +16,14 @@
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#include "graphics/camera.hpp"
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#include "graphics/irr_driver.hpp"
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#include "graphics/lod_node.hpp"
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#include "graphics/hardware_skinning.hpp"
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#include "graphics/material_manager.hpp"
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#include "graphics/material.hpp"
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#include "config/user_config.hpp"
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#include "karts/abstract_kart.hpp"
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#include <ISceneManager.h>
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#include <ICameraSceneNode.h>
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@@ -72,10 +74,11 @@ int LODNode::getLevel()
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// TODO: optimize this, there is no need to check every frame
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scene::ICameraSceneNode* curr_cam = irr_driver->getSceneManager()->getActiveCamera();
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const Vec3 &pos = Camera::getCamera(0)->getKart()->getFrontXYZ();
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// Assumes all children are at the same location
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const int dist =
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(int)((getPosition() + m_nodes[0]->getPosition()).getDistanceFromSQ( curr_cam->getPosition() ));
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(int)((getPosition() + m_nodes[0]->getPosition()).getDistanceFromSQ( core::vector3df(pos.getX(), pos.getY(), pos.getZ())));
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for (unsigned int n=0; n<m_detail.size(); n++)
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{
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