GPUParticles: Add them to scenemanager root instead of a percamera node
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14833 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -176,13 +176,14 @@ void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUni
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}
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GPUParticle::GPUParticle(scene::ISceneManager* mgr, ITexture *tex)
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: scene::ISceneNode(0, mgr, -1) {
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: scene::ISceneNode(mgr->getRootSceneNode(), mgr, -1) {
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initGL();
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fakemat.Lighting = false;
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fakemat.ZWriteEnable = false;
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fakemat.MaterialType = irr_driver->getShader(ES_RAIN);
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fakemat.Thickness = 200;
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fakemat.setTexture(0, tex);
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fakemat.setTexture(0, tex);
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setAutomaticCulling(0);
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}
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void GPUParticle::render() {
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@ -454,7 +454,6 @@ void ParticleEmitter::setParticleType(const ParticleKind* type)
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lifeTimeMin, lifeTimeMax,
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m_particle_type->getAngleSpread());
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PE->setPosition(m_node->getPosition());
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irr_driver->addPerCameraNode(PE, irr_driver->getSceneManager()->getActiveCamera(), NULL);
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#endif
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break;
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}
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