Fixed ambient light not present when starting race with -N
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3725 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -277,6 +277,7 @@ scene::ISceneNode *IrrDriver::addMesh(scene::IMesh *mesh)
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return m_scene_manager->addMeshSceneNode(mesh);
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return m_scene_manager->addMeshSceneNode(mesh);
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} // addMesh
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} // addMesh
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// ----------------------------------------------------------------------------
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void IrrDriver::renderToTexture(ptr_vector<scene::IMesh, REF>& mesh, std::vector<Vec3>& mesh_location, ITexture* target, float angle)
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void IrrDriver::renderToTexture(ptr_vector<scene::IMesh, REF>& mesh, std::vector<Vec3>& mesh_location, ITexture* target, float angle)
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{
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{
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scene::ISceneNode* main_node = NULL;
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scene::ISceneNode* main_node = NULL;
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@ -2395,7 +2395,7 @@
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buildSettings = {
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buildSettings = {
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ALWAYS_SEARCH_USER_PATHS = NO;
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ALWAYS_SEARCH_USER_PATHS = NO;
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COPY_PHASE_STRIP = NO;
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COPY_PHASE_STRIP = NO;
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DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
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DEBUG_INFORMATION_FORMAT = dwarf;
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GCC_DEBUGGING_SYMBOLS = full;
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GCC_DEBUGGING_SYMBOLS = full;
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GCC_DYNAMIC_NO_PIC = NO;
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GCC_DYNAMIC_NO_PIC = NO;
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GCC_ENABLE_FIX_AND_CONTINUE = YES;
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GCC_ENABLE_FIX_AND_CONTINUE = YES;
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@ -1323,13 +1323,11 @@ void Track::loadTrackModel()
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const core::vector3df &sun_pos = getSunPos();
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const core::vector3df &sun_pos = getSunPos();
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irr_driver->getSceneManager()->setAmbientLight(video::SColor(255, 120, 120, 120));
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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 = 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->setLightType(video::ELT_DIRECTIONAL); // ELT_DIRECTIONAL , ELT_POINT
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m_light->setRotation( core::vector3df(180, 45, 45) );
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m_light->setRotation( core::vector3df(180, 45, 45) );
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#ifdef WIN32
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//FIXME: for unknown reasons on windows there is no ambient light :(
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m_light->getLightData().AmbientColor = irr::video::SColorf(0.3f, 0.3f, 0.3f, 1.0f);
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#endif
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//m_light->getLightData().Attenuation = core::vector3df(0.01, 0.01, 0.01);
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//m_light->getLightData().Attenuation = core::vector3df(0.01, 0.01, 0.01);
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m_light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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m_light->getLightData().DiffuseColor = irr::video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
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