Make the debug driveline mesh transparent so that the karts can be
better seen (esp. in camera debug mode when the drivelines are higher than the track). git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@11435 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -398,6 +398,10 @@ void QuadGraph::createMesh(bool show_invisible,
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video::SMaterial m;
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m.BackfaceCulling = false;
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m.Lighting = false;
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#define TRANSPARENT_DEBUG_MESH
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#ifdef TRANSPARENT_DEBUG_MESH
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m.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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#endif
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m_mesh = irr_driver->createQuadMesh(&m);
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m_mesh_buffer = m_mesh->getMeshBuffer(0);
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assert(m_mesh_buffer->getVertexType()==video::EVT_STANDARD);
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@ -523,7 +527,11 @@ void QuadGraph::createDebugMesh()
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createMesh();
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// Now colour the quads red/blue/red ...
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#ifdef TRANSPARENT_DEBUG_MESH
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video::SColor c( 32, 255, 0, 0);
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#else
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video::SColor c(255, 255, 0, 0);
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#endif
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video::S3DVertex *v = (video::S3DVertex*)m_mesh_buffer->getVertices();
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for(unsigned int i=0; i<m_mesh_buffer->getVertexCount(); i++)
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{
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