When GFX are off, use static meshes instead of water nodes

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6654 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2010-11-19 22:00:14 +00:00
parent 36554d38bc
commit 126d319a03

View File

@ -660,10 +660,21 @@ void Track::createWater(const XMLNode &node)
node.get("height", &wave_height);
node.get("speed", &wave_speed);
node.get("length", &wave_length);
scene::ISceneNode* scene_node = irr_driver->addWaterNode(mesh,
wave_height,
wave_speed,
wave_length);
scene::ISceneNode* scene_node;
if (UserConfigParams::m_graphical_effects)
{
scene_node = irr_driver->addWaterNode(mesh,
wave_height,
wave_speed,
wave_length);
}
else
{
scene_node = irr_driver->addMesh(mesh);
}
#ifdef DEBUG
std::string debug_name = model_name+"(water node)";
scene_node->setName(debug_name.c_str());