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forked from 0ad/0ad

Fix enabling / disabling shadows in the actor viewer.

Differential Revision: https://code.wildfiregames.com/D3896
This was SVN commit r25334.
This commit is contained in:
Stan 2021-04-28 11:09:16 +00:00
parent d981536a5e
commit c9a7aabbea

View File

@ -438,7 +438,7 @@ void ActorViewer::SetEnabled(bool enabled)
{ {
// Set shadows, sky and water. // Set shadows, sky and water.
m.OldShadows = g_RenderingOptions.GetShadows(); m.OldShadows = g_RenderingOptions.GetShadows();
g_RenderingOptions.SetShadows(m.ShadowsEnabled); SetShadowsEnabled(m.ShadowsEnabled);
m.OldSky = g_Renderer.GetSkyManager()->GetRenderSky(); m.OldSky = g_Renderer.GetSkyManager()->GetRenderSky();
g_Renderer.GetSkyManager()->SetRenderSky(false); g_Renderer.GetSkyManager()->SetRenderSky(false);
@ -449,7 +449,7 @@ void ActorViewer::SetEnabled(bool enabled)
else else
{ {
// Restore the old renderer state // Restore the old renderer state
g_RenderingOptions.SetShadows(m.OldShadows); SetShadowsEnabled(m.OldShadows);
g_Renderer.GetSkyManager()->SetRenderSky(m.OldSky); g_Renderer.GetSkyManager()->SetRenderSky(m.OldSky);
g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater; g_Renderer.GetWaterManager()->m_RenderWater = m.OldWater;
} }
@ -472,7 +472,10 @@ void ActorViewer::SetWaterEnabled(bool enabled)
if (cmpWaterManager) if (cmpWaterManager)
cmpWaterManager->SetWaterLevel(waterLevel); cmpWaterManager->SetWaterLevel(waterLevel);
} }
void ActorViewer::SetShadowsEnabled(bool enabled) { m.ShadowsEnabled = enabled; } void ActorViewer::SetShadowsEnabled(bool enabled) {
g_RenderingOptions.SetShadows(enabled);
m.ShadowsEnabled = enabled;
}
void ActorViewer::SetBoundingBoxesEnabled(bool enabled) { m.SelectionBoxEnabled = enabled; } void ActorViewer::SetBoundingBoxesEnabled(bool enabled) { m.SelectionBoxEnabled = enabled; }
void ActorViewer::SetAxesMarkerEnabled(bool enabled) { m.AxesMarkerEnabled = enabled; } void ActorViewer::SetAxesMarkerEnabled(bool enabled) { m.AxesMarkerEnabled = enabled; }
void ActorViewer::SetPropPointsMode(int mode) { m.PropPointsMode = mode; } void ActorViewer::SetPropPointsMode(int mode) { m.PropPointsMode = mode; }