ignore null, bones, shadow mesh and hidden things

This commit is contained in:
Anakin 2016-11-13 12:47:19 +01:00
parent 8929717c9f
commit 0f379ba04a
1 changed files with 14 additions and 0 deletions

View File

@ -306,6 +306,13 @@ void OpenGLController::updateScene()
for (unsigned int modelIndex = 0; modelIndex < vModels.size(); modelIndex++)
{
// skip null, bones, shadowMesh, hidden things (don't increase textrue index!!)
if (vModels[modelIndex]->type == null ||
vModels[modelIndex]->type == bone ||
vModels[modelIndex]->type == shadowMesh ||
vModels[modelIndex]->renderFlags == 1)
continue;
for (auto& segIt : vModels[modelIndex]->segmLst)
{
// give texture to the shader
@ -360,6 +367,10 @@ void OpenGLController::loadMsh(const char * path)
for (auto& modIt : vModels)
{
// don't draw bones, nulls, shadow mesh and hidden things
if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
continue;
for (auto& segIt : modIt->segmLst)
{
for (unsigned int i = 0; i < segIt->meshSize; i++)
@ -399,6 +410,9 @@ void OpenGLController::loadMsh(const char * path)
// get textures
for (auto& modIt : vModels)
{
// we don't need textures from null, bones, shadowMesh and hidden things, since they are not displayed
if (modIt->type == null || modIt->type == bone || modIt->type == shadowMesh || modIt->renderFlags == 1)
continue;
for (auto& segIt : modIt->segmLst)
{
textureData* tempData = new textureData;