Reverted the (accidental) switch to an octtree, since this causes very brightly materials on Linux and Windows (WTF??) [and not on mac... WTF again...]

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@4846 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria
2010-02-25 21:10:28 +00:00
parent 13f4c5c8ab
commit 05fe53f70c

View File

@@ -419,8 +419,8 @@ bool Track::loadMainTrack(const XMLNode &root)
}
m_all_meshes.push_back(mesh);
//scene::ISceneNode *scene_node = irr_driver->addMesh(mesh);
scene::ISceneNode *scene_node = irr_driver->addOctTree(mesh);
scene::ISceneNode *scene_node = irr_driver->addMesh(mesh);
//scene::ISceneNode *scene_node = irr_driver->addOctTree(mesh);
mesh->setHardwareMappingHint(scene::EHM_STATIC);
core::vector3df xyz(0,0,0);
track_node->getXYZ(&xyz);