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
This commit is contained in:
vincentlj 2013-12-29 22:26:50 +00:00
parent 871e2b998b
commit 64fa58d198
2 changed files with 3 additions and 3 deletions

View File

@ -176,13 +176,14 @@ void bindUniformToTextureUnit(GLuint location, GLuint texid, unsigned textureUni
}
GPUParticle::GPUParticle(scene::ISceneManager* mgr, ITexture *tex)
: scene::ISceneNode(0, mgr, -1) {
: scene::ISceneNode(mgr->getRootSceneNode(), mgr, -1) {
initGL();
fakemat.Lighting = false;
fakemat.ZWriteEnable = false;
fakemat.MaterialType = irr_driver->getShader(ES_RAIN);
fakemat.Thickness = 200;
fakemat.setTexture(0, tex);
fakemat.setTexture(0, tex);
setAutomaticCulling(0);
}
void GPUParticle::render() {

View File

@ -454,7 +454,6 @@ void ParticleEmitter::setParticleType(const ParticleKind* type)
lifeTimeMin, lifeTimeMax,
m_particle_type->getAngleSpread());
PE->setPosition(m_node->getPosition());
irr_driver->addPerCameraNode(PE, irr_driver->getSceneManager()->getActiveCamera(), NULL);
#endif
break;
}