Raise rain cylinder from 3 to 5, so the kart and camera are under rain too.

Things to do would be adding constant wheel splotches and maybe a fixed plane
in front of the camera to darken/reduce contrast everywhere and give it a wet
look (or change the materials to be darker & shinnier, but karts' textures...).


git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@7647 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
mbjornstk 2011-02-07 03:29:55 +00:00
parent 0e38088d84
commit 95dfe3ed66
2 changed files with 4 additions and 4 deletions

View File

@ -22,13 +22,13 @@
#include "graphics/material.hpp"
#include "graphics/rain.hpp"
const float RAIN_RADIUS[RAIN_RING_COUNT] = { 6.0f, 12.0f, 24.0f };
const float RAIN_RADIUS[RAIN_RING_COUNT] = { 1.0f, 3.0f, 6.0f, 12.0f, 24.0f };
const float RAIN_Y_TO = 25.0f;
const float RAIN_Y_FROM = -10.0f;
const float RAIN_DY = 2.5f;
const float TEXTURE_X_TILES[RAIN_RING_COUNT] = { 3.5f, 5.0f, 8.0f };
const float TEXTURE_Y_TILES[RAIN_RING_COUNT] = { 6.0f, 4.0f, 4.0f};
const float TEXTURE_X_TILES[RAIN_RING_COUNT] = { 2.0f, 2.5f, 3.5f, 5.0f, 8.0f };
const float TEXTURE_Y_TILES[RAIN_RING_COUNT] = { 8.0f, 7.0f, 6.0f, 4.0f, 4.0f };
Rain::Rain(irr::scene::ISceneNode* parent)

View File

@ -21,7 +21,7 @@
#define HEADER_RAIN_HPP
#include <irrlicht.h>
const int RAIN_RING_COUNT = 3;
const int RAIN_RING_COUNT = 5;
class Rain
{