lighting of rotated tileset objects was wrong.

This commit is contained in:
Titus Tscharntke 2013-03-14 21:16:16 +00:00
parent 9ceaf6cec1
commit e7907394de
1 changed files with 4 additions and 3 deletions

View File

@ -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) {