| 589 | } |
| 590 | |
| 591 | void WaterBlock::setTransform( const MatrixF &mat ) |
| 592 | { |
| 593 | // If our transform changes we need to recalculate the |
| 594 | // per vertex depth/shadow info. Would be nice if this could |
| 595 | // be done independently of generating the whole VBIB... |
| 596 | Parent::setTransform( mat ); |
| 597 | |
| 598 | // We don't need to regen our vb anymore since we aren't calculating |
| 599 | // per vert depth/shadow on the cpu anymore. |
| 600 | //if ( oldMat != mObjToWorld ) |
| 601 | // mGenerateVB = true; |
| 602 | |
| 603 | // Keep mWaterPlane up to date. |
| 604 | mWaterFogData.plane.set( 0, 0, 1, -getPosition().z ); |
| 605 | } |
| 606 | |
| 607 | void WaterBlock::setScale( const Point3F &scale ) |
| 608 | { |
no test coverage detected