From e50029b707c03eed0693935a33330eff9514e031 Mon Sep 17 00:00:00 2001 From: Benau Date: Thu, 5 Jul 2018 11:21:41 +0800 Subject: [PATCH] Use smoothed transform directly for shadow --- src/graphics/shadow.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/graphics/shadow.cpp b/src/graphics/shadow.cpp index 668d20525..69539cf49 100644 --- a/src/graphics/shadow.cpp +++ b/src/graphics/shadow.cpp @@ -82,7 +82,7 @@ void Shadow::update(bool enabled) v[1].m_position.X = 1; v[1].m_position.Z = 1; v[1].m_position.Y = 0; v[2].m_position.X = -1; v[2].m_position.Z = -1; v[2].m_position.Y = 0; v[3].m_position.X = 1; v[3].m_position.Z = -1; v[3].m_position.Y = 0; - btTransform kart_trans = m_kart.getTrans(); + btTransform kart_trans = m_kart.getSmoothedTrans(); btTransform skidding_rotation; skidding_rotation.setOrigin(Vec3(0, 0, 0)); skidding_rotation.setRotation @@ -94,7 +94,6 @@ void Shadow::update(bool enabled) Vec3 up_vector = kart_trans.getBasis().getColumn(1); up_vector = up_vector * (wi.m_raycastInfo.m_suspensionLength - 0.02f); Vec3 pos = kart_trans(Vec3(v[i].m_position)) - up_vector; - m_kart.transformSmoothedPosition(&pos); v[i].m_position = pos.toIrrVector(); v[i].m_normal = MiniGLM::compressVector3 (Vec3(wi.m_raycastInfo.m_contactNormalWS).toIrrVector());