Changed up skid marks a bit to resolve some z fighting issues I had. They still need a lot of work though.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@9154 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
computerfreak97
2011-07-04 17:28:53 +00:00
parent 208fc1adc5
commit 183a72ae82

View File

@@ -26,7 +26,7 @@
#include <IMeshSceneNode.h>
#include <SMesh.h>
float SkidMarks::m_avoid_z_fighting = 0.0f;
float SkidMarks::m_avoid_z_fighting = 0.005f;
const int SkidMarks::m_start_alpha = 128;
const int SkidMarks::m_start_grey = 32;
//const int start_premul = SkidMarks::m_start_grey * SkidMarks::m_start_alpha / 256; compiler whines about private later
@@ -163,17 +163,12 @@ void SkidMarks::update(float dt)
delta.normalize();
delta *= m_width;
m_avoid_z_fighting += 0.001f;
if(m_avoid_z_fighting>0.01f) m_avoid_z_fighting = 0.0f;
SkidMarkQuads *smq_left = new SkidMarkQuads(raycast_left.m_contactPointWS,
raycast_left.m_contactPointWS + delta,
m_material, m_avoid_z_fighting);
scene::SMesh *new_mesh = new scene::SMesh();
new_mesh->addMeshBuffer(smq_left);
m_avoid_z_fighting += 0.001f;
if(m_avoid_z_fighting>0.01f) m_avoid_z_fighting = 0.0f;
SkidMarkQuads *smq_right = new SkidMarkQuads(raycast_right.m_contactPointWS
- delta,
raycast_right.m_contactPointWS,