Fix more issues on feature unlocked screen
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bc83bb1339
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@ -319,7 +319,7 @@ void FeatureUnlockedCutScene::init()
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else if (!m_unlocked_stuff[n].m_pictures.empty())
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else if (!m_unlocked_stuff[n].m_pictures.empty())
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{
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{
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video::SMaterial m;
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video::SMaterial m;
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m.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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//m.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m.BackfaceCulling = false;
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m.BackfaceCulling = false;
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m.setTexture(0, m_unlocked_stuff[n].m_pictures[0]);
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m.setTexture(0, m_unlocked_stuff[n].m_pictures[0]);
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m.AmbientColor = video::SColor(255, 255, 255, 255);
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m.AmbientColor = video::SColor(255, 255, 255, 255);
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@ -335,8 +335,16 @@ void FeatureUnlockedCutScene::init()
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irr_driver->createTexturedQuadMesh(&m,
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irr_driver->createTexturedQuadMesh(&m,
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m_unlocked_stuff[n].m_w,
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m_unlocked_stuff[n].m_w,
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m_unlocked_stuff[n].m_h);
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m_unlocked_stuff[n].m_h);
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m_unlocked_stuff[n].m_root_gift_node = irr_driver->addMesh(mesh);
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m_unlocked_stuff[n].m_root_gift_node = irr_driver->getSceneManager()->addEmptySceneNode();
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mesh->drop();
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m_unlocked_stuff[n].m_side_1 = irr_driver->addMesh(mesh, m_unlocked_stuff[n].m_root_gift_node);
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//mesh->drop();
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mesh = irr_driver->createTexturedQuadMesh(&m,
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m_unlocked_stuff[n].m_w,
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m_unlocked_stuff[n].m_h);
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m_unlocked_stuff[n].m_side_2 = irr_driver->addMesh(mesh, m_unlocked_stuff[n].m_root_gift_node);
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m_unlocked_stuff[n].m_side_2->setRotation(core::vector3df(0.0f, 180.0f, 0.0f));
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//mesh->drop();
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#ifdef DEBUG
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#ifdef DEBUG
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m_unlocked_stuff[n].m_root_gift_node->setName("unlocked track picture");
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m_unlocked_stuff[n].m_root_gift_node->setName("unlocked track picture");
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#endif
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#endif
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@ -432,7 +440,7 @@ void FeatureUnlockedCutScene::onUpdate(float dt)
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if (textureID != previousTextureID)
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if (textureID != previousTextureID)
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{
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{
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scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)m_unlocked_stuff[n].m_root_gift_node;
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scene::IMeshSceneNode* node = (scene::IMeshSceneNode*)m_unlocked_stuff[n].m_root_gift_node;
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scene::IMesh* mesh = node->getMesh();
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scene::IMesh* mesh = m_unlocked_stuff[n].m_side_1->getMesh();
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assert(mesh->getMeshBufferCount() == 1);
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assert(mesh->getMeshBufferCount() == 1);
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@ -443,7 +451,21 @@ void FeatureUnlockedCutScene::onUpdate(float dt)
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// FIXME: this mesh is already associated with this node. I'm calling this
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// FIXME: this mesh is already associated with this node. I'm calling this
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// to force irrLicht to refresh the display, now that Material has changed.
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// to force irrLicht to refresh the display, now that Material has changed.
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node->setMesh(mesh);
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m_unlocked_stuff[n].m_side_1->setMesh(mesh);
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m_unlocked_stuff[n].m_curr_image = textureID;
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mesh = m_unlocked_stuff[n].m_side_2->getMesh();
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assert(mesh->getMeshBufferCount() == 1);
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mb = mesh->getMeshBuffer(0);
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SMaterial& m2 = mb->getMaterial();
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m2.setTexture(0, m_unlocked_stuff[n].m_pictures[textureID]);
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// FIXME: this mesh is already associated with this node. I'm calling this
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// to force irrLicht to refresh the display, now that Material has changed.
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m_unlocked_stuff[n].m_side_2->setMesh(mesh);
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m_unlocked_stuff[n].m_curr_image = textureID;
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m_unlocked_stuff[n].m_curr_image = textureID;
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} // textureID != previousTextureID
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} // textureID != previousTextureID
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@ -60,6 +60,9 @@ class FeatureUnlockedCutScene : public GUIEngine::CutsceneScreen, public GUIEngi
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/** Contains whatever is in the chest */
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/** Contains whatever is in the chest */
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scene::ISceneNode* m_root_gift_node;
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scene::ISceneNode* m_root_gift_node;
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scene::IMeshSceneNode* m_side_1;
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scene::IMeshSceneNode* m_side_2;
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float m_scale;
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float m_scale;
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irr::core::stringw m_unlock_message;
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irr::core::stringw m_unlock_message;
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