changed CAnimatedMeshSceneNode to use the bounding box of its IAnimatedMesh instead of calling getMesh() and re-skinning. Tested with a few different mesh formats and couldn't see any obvious problems. IAnimatedMesh implementations are now responsible for keeping a maximum bounding box.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@704 dfc29bdd-3216-0410-991c-e03cc46cb475
master
bitplane 2007-06-10 01:29:10 +00:00
parent b739adade8
commit ef6f9fd006
1 changed files with 1 additions and 5 deletions

View File

@ -161,11 +161,7 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
if ( Mesh ) if ( Mesh )
{ {
scene::IMesh *m = Mesh->getMesh(CurrentFrameNr, 255, StartFrame, EndFrame); Box = Mesh->getBoundingBox();
if ( m )
{
Box = m->getBoundingBox();
}
} }
IAnimatedMeshSceneNode::OnAnimate ( timeMs ); IAnimatedMeshSceneNode::OnAnimate ( timeMs );