Continue slipstream cleanup, still doesn't work
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@@ -50,17 +50,6 @@ SlipStream::SlipStream(AbstractKart* kart) : MovingTexture(0, 0), m_kart(kart)
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scene::IMeshBuffer* buffer = m_mesh->getMeshBuffer(0);
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material->setMaterialProperties(&buffer->getMaterial(), buffer);
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material->setMaterialProperties(&m_node->getMaterial(0), buffer);
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buffer->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buffer->getMaterial().setFlag(video::EMF_COLOR_MATERIAL, true);
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buffer->getMaterial().ColorMaterial = video::ECM_DIFFUSE_AND_AMBIENT;
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buffer->getMaterial().MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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m_node->getMaterial(0).setFlag(video::EMF_BACK_FACE_CULLING, false);
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m_node->getMaterial(0).setFlag(video::EMF_COLOR_MATERIAL, true);
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m_node->getMaterial(0).ColorMaterial = video::ECM_DIFFUSE_AND_AMBIENT;
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m_node->getMaterial(0).MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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STKMeshSceneNode* stk_node = dynamic_cast<STKMeshSceneNode*>(m_node);
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if (stk_node != NULL)
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@@ -208,7 +197,7 @@ void SlipStream::createMesh(Material* material)
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const unsigned int last_segment = 14;
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const float f = 2*M_PI/float(num_segments);
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scene::SMeshBuffer *buffer = new scene::SMeshBuffer();
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buffer->getMaterial().TextureLayer[0].Texture = material->getTexture();
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for(unsigned int j=0; j<num_circles; j++)
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{
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float curr_distance = distance[j]-distance[0];
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@@ -245,6 +234,15 @@ void SlipStream::createMesh(Material* material)
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}
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} // for j<num_circles-1
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material->setMaterialProperties(&buffer->getMaterial(), buffer);
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if (!irr_driver->isGLSL())
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{
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buffer->Material.setFlag(video::EMF_BACK_FACE_CULLING, false);
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buffer->Material.setFlag(video::EMF_COLOR_MATERIAL, true);
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buffer->Material.ColorMaterial = video::ECM_DIFFUSE_AND_AMBIENT;
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//buffer->Material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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}
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scene::SMesh *mesh = new scene::SMesh();
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mesh->addMeshBuffer(buffer);
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mesh->recalculateBoundingBox();
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