Update mesh config defines to match a single format
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@@ -108,7 +108,7 @@ void TextRender::UpdateLayout()
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_localBox = BoundingBox(Vector3::Zero);
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BoundingBox::Transform(_localBox, _transform, _box);
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BoundingSphere::FromBox(_box, _sphere);
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#if USE_PRECISE_MESH_INTERSECTS
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#if MODEL_USE_PRECISE_MESH_INTERSECTS
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_collisionProxy.Clear();
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#endif
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@@ -314,7 +314,7 @@ void TextRender::UpdateLayout()
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_drawChunks.Add(drawChunk);
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}
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#if USE_PRECISE_MESH_INTERSECTS
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#if MODEL_USE_PRECISE_MESH_INTERSECTS
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// Setup collision proxy for detailed collision detection for triangles
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const int32 totalIndicesCount = _ib.Data.Count() / sizeof(uint16);
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_collisionProxy.Init(_vb0.Data.Count() / sizeof(Float3), totalIndicesCount / 3, (Float3*)_vb0.Data.Get(), (uint16*)_ib.Data.Get());
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@@ -420,7 +420,7 @@ void TextRender::OnLayerChanged()
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bool TextRender::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
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{
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#if USE_PRECISE_MESH_INTERSECTS
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#if MODEL_USE_PRECISE_MESH_INTERSECTS
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if (_box.Intersects(ray))
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{
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return _collisionProxy.Intersects(ray, _transform, distance, normal);
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