improved in-game shading (used values that make more sense)

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3652 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2009-06-25 01:50:16 +00:00
parent b52d4e0dc8
commit 1914a06d55

View File

@ -810,6 +810,7 @@ bool Track::loadMainTrack(const XMLNode &xml_node)
handleAnimatedTextures(scene_node, xml_node);
m_all_nodes.push_back(scene_node);
scene_node->setMaterialFlag(video::EMF_LIGHTING, true);
scene_node->setMaterialFlag(video::EMF_GOURAUD_SHADING, true);
return true;
} // loadMainTrack
@ -1294,7 +1295,7 @@ void Track::loadTrackModel()
m_light = irr_driver->getSceneManager()->addLightSceneNode(NULL, sun_pos, video::SColorf(1.0f,1.0f,1.0f));
m_light->setLightType(video::ELT_DIRECTIONAL); // ELT_DIRECTIONAL , ELT_POINT
m_light->setRotation( core::vector3df(45, 45, 45) );
m_light->setRotation( core::vector3df(180, 45, 45) );
// m_light->getLightData().AmbientColor = irr::video::SColorf(0.6f, 0.6f, 0.6f, 1.0f);
//m_light->getLightData().Attenuation = core::vector3df(0.01, 0.01, 0.01);