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Diffstat (limited to 'src/render')
-rw-r--r--src/render/draw.cc13
1 files changed, 11 insertions, 2 deletions
diff --git a/src/render/draw.cc b/src/render/draw.cc
index c19dc39..46f62ca 100644
--- a/src/render/draw.cc
+++ b/src/render/draw.cc
@@ -671,14 +671,14 @@ void draw_model_fragments(model::Model *model,
gl::scale(s, s, s);
if (group->type() == model::FragmentGroup::Rotate) {
- const float rotation_angle = math::degrees360f((group->engine() ? enginetime : core::application()->time()) * group->speed());
+ const float rotation_angle = math::degrees360f((group->engine() ? enginetime : core::game()->time()) * group->speed());
gl::rotate(-rotation_angle, group->movement());
} else if (group->type() == model::FragmentGroup::Move ) {
const float freq = group->speed() / group->distance();
math::Vector3f translation(group->movement() * group->distance());
- translation *= sinf((group->engine() ? enginetime : core::application()->time()) * M_PI * freq) * 0.5f + 0.5f;
+ translation *= sinf((group->engine() ? enginetime : core::game()->time()) * M_PI * freq) * 0.5f + 0.5f;
gl::translate(translation);
}
@@ -950,6 +950,15 @@ void draw_model_axis(const core::Entity *entity)
void draw_pass_model_fragments()
{
+ /*
+ * FIXME
+ * For moving and rotating fragmentgroups, the enginetime must match
+ * the time used by core:: to calculate the rotation or movement
+ * of the asssociated collision models.
+ * Currently, enginetime is client-side only, and there is no way
+ * to sync core and render movement of fragmentgroups without sacrificing
+ * the functionality of the FragmentGroup::engine() flag.
+ */
for (core::Zone::Content::iterator it = zone->content().begin(); it != zone->content().end(); it++) {
core::Entity *entity = (*it);