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HPL1: Ported fix from HPL1R project. Don't scale refs.
This fixes a game breaking bug where scaled references would create completely broken colliders and either disappear or otherwise create… impossible geometry
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@ -797,7 +797,8 @@ void cMeshLoaderCollada::LoadColladaScene(TiXmlElement *apRootElem, cColladaNode
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if (apColladaLightVec && GetLight(pNode->msSource, *apColladaLightVec)) {
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}
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// Colliders do not use scale.
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else if (cString::ToLowerCase(cString::Sub(pNode->msName, 1, 8)) == "collider" || cString::ToLowerCase(cString::Sub(pNode->msName, 1, 12)) == "charcollider" || cString::ToLowerCase(cString::Sub(pNode->msName, 1, 4)) == "area") {
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// Don't scale refs - ported from HPL1R project authored by zenmumbler
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else if (cString::ToLowerCase(cString::Sub(pNode->msName, 1, 8)) == "collider" || cString::ToLowerCase(cString::Sub(pNode->msName, 1, 12)) == "charcollider" || cString::ToLowerCase(cString::Sub(pNode->msName, 1, 4)) == "area" || cString::ToLowerCase(cString::Sub(pNode->msName, 1, 3)) == "ref") {
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}
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// This a geometry node (or something else..). Apply scale as normal
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