Changed: Workaround for huge target reticle when max polygon is set to low

--HG--
branch : develop
This commit is contained in:
Nimetu 2018-06-07 12:59:58 +03:00
parent 6499b1b053
commit f80e36ebd6
2 changed files with 4 additions and 0 deletions

View file

@ -3055,6 +3055,7 @@ void CEntityCL::updateVisiblePostPos(const NLMISC::TTime &/* currentTimeInMs */,
if (!instance.empty())
{
_SelectionFX.cast (instance);
_SelectionFX.setLoadBalancingGroup("SelectionFx");
if (_SelectionFX.empty())
{
// shape found, but not a particle system
@ -3083,6 +3084,7 @@ void CEntityCL::updateVisiblePostPos(const NLMISC::TTime &/* currentTimeInMs */,
if (!instance.empty())
{
_MouseOverFX.cast (instance);
_MouseOverFX.setLoadBalancingGroup("SelectionFx");
if (_MouseOverFX.empty())
{
// shape found, but not a particle system

View file

@ -593,6 +593,8 @@ void initMainLoop()
Scene->setGroupLoadMaxPolygon("Skin", ClientCfg.SkinNbMaxPoly);
Scene->setGroupLoadMaxPolygon("Fx", ClientCfg.FxNbMaxPoly);
Scene->setMaxSkeletonsInNotCLodForm(ClientCfg.NbMaxSkeletonNotCLod);
// separate group for mouse/target selection reticle
Scene->setGroupLoadMaxPolygon("SelectionFx", 10000);
// enable Scene Lighting
Scene->enableLightingSystem(true);
Scene->setAmbientGlobal(CRGBA::Black);