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