lighting of rotated tileset objects was wrong.
This commit is contained in:
parent
9ceaf6cec1
commit
e7907394de
|
@ -4701,9 +4701,10 @@ void Renderer::renderObjects(const int renderFps) {
|
|||
glTranslatef(v.x, v.y, v.z);
|
||||
glRotatef(o->getRotation(), 0.f, 1.f, 0.f);
|
||||
|
||||
if(o->getRotation() != 0.0) {
|
||||
setupLightingForRotatedModel();
|
||||
}
|
||||
//We use OpenGL Lights so no manual action is needed here. In fact this call did bad things on lighting big rocks for example
|
||||
// if(o->getRotation() != 0.0) {
|
||||
// setupLightingForRotatedModel();
|
||||
// }
|
||||
|
||||
//objModel->updateInterpolationData(0.f, true);
|
||||
//if(this->gameCamera->getPos().dist(o->getPos()) <= SKIP_INTERPOLATION_DISTANCE) {
|
||||
|
|
Loading…
Reference in New Issue