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-e03cc46cb475master
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b739adade8
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@ -161,11 +161,7 @@ void CAnimatedMeshSceneNode::OnAnimate(u32 timeMs)
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if ( Mesh )
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if ( Mesh )
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{
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{
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scene::IMesh *m = Mesh->getMesh(CurrentFrameNr, 255, StartFrame, EndFrame);
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Box = Mesh->getBoundingBox();
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if ( m )
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{
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Box = m->getBoundingBox();
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}
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}
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}
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IAnimatedMeshSceneNode::OnAnimate ( timeMs );
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IAnimatedMeshSceneNode::OnAnimate ( timeMs );
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