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