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
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@ -22,13 +22,13 @@
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#include "graphics/material.hpp"
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#include "graphics/rain.hpp"
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const float RAIN_RADIUS[RAIN_RING_COUNT] = { 6.0f, 12.0f, 24.0f };
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const float RAIN_RADIUS[RAIN_RING_COUNT] = { 1.0f, 3.0f, 6.0f, 12.0f, 24.0f };
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const float RAIN_Y_TO = 25.0f;
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const float RAIN_Y_FROM = -10.0f;
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const float RAIN_DY = 2.5f;
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const float TEXTURE_X_TILES[RAIN_RING_COUNT] = { 3.5f, 5.0f, 8.0f };
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const float TEXTURE_Y_TILES[RAIN_RING_COUNT] = { 6.0f, 4.0f, 4.0f};
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const float TEXTURE_X_TILES[RAIN_RING_COUNT] = { 2.0f, 2.5f, 3.5f, 5.0f, 8.0f };
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const float TEXTURE_Y_TILES[RAIN_RING_COUNT] = { 8.0f, 7.0f, 6.0f, 4.0f, 4.0f };
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Rain::Rain(irr::scene::ISceneNode* parent)
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@ -21,7 +21,7 @@
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#define HEADER_RAIN_HPP
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#include <irrlicht.h>
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const int RAIN_RING_COUNT = 3;
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const int RAIN_RING_COUNT = 5;
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class Rain
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{
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