void SceneEditorScreenMain::SettingsChanged() { for(int32 i = 0; i < (int32)bodies.size(); ++i) { EditorScene *scene = bodies[i]->bodyControl->GetScene(); scene->SetDrawGrid(EditorSettings::Instance()->GetDrawGrid()); } }
void SceneEditorScreenMain::SettingsChanged() { // BodyItem *iBody = FindCurrentBody(); // SceneNode *node = iBody->bodyControl->GetSelectedSGNode(); // EditorScene *editorScene = iBody->bodyControl->GetScene(); // editorScene->SetForceLodLayer(node, EditorSettings::Instance()->GetForceLodLayer()); for(int32 i = 0; i < (int32)bodies.size(); ++i) { EditorScene *scene = bodies[i]->bodyControl->GetScene(); // scene->SetForceLodLayer(EditorSettings::Instance()->GetForceLodLayer()); // int32 lodCount = EditorSettings::Instance()->GetLodLayersCount(); // for(int32 iLod = 0; iLod < lodCount; ++iLod) // { // float32 nearDistance = EditorSettings::Instance()->GetLodLayerNear(iLod); // float32 farDistance = EditorSettings::Instance()->GetLodLayerFar(iLod); // // scene->ReplaceLodLayer(i, nearDistance, farDistance); // } scene->SetDrawGrid(EditorSettings::Instance()->GetDrawGrid()); } }