Fixed shadow (front was back) and lowered it (overlapped wheels too many
times). Probably it should made to follow the ground instead, maybe split into 2*2 (or equivalent triangles, to have control over the edges) or 4*4 quads too, for better shape adaptability. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3566 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@@ -33,10 +33,10 @@ Shadow::Shadow(const std::string &name)
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m_mesh = irr_driver->createQuadMesh(&m);
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m_buffer = m_mesh->getMeshBuffer(0);
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irr::video::S3DVertex* v=(video::S3DVertex*)m_buffer->getVertices();
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v[0].Pos.X = -1.0f; v[0].Pos.Z = -1.0f; v[0].Pos.Y = 0.05f;
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v[1].Pos.X = 1.0f; v[1].Pos.Z = -1.0f; v[1].Pos.Y = 0.05f;
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v[2].Pos.X = 1.0f; v[2].Pos.Z = 1.0f; v[2].Pos.Y = 0.05f;
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v[3].Pos.X = -1.0f; v[3].Pos.Z = 1.0f; v[3].Pos.Y = 0.05f;
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v[0].Pos.X = -1.0f; v[0].Pos.Z = 1.0f; v[0].Pos.Y = 0.01f;
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v[1].Pos.X = 1.0f; v[1].Pos.Z = 1.0f; v[1].Pos.Y = 0.01f;
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v[2].Pos.X = 1.0f; v[2].Pos.Z = -1.0f; v[2].Pos.Y = 0.01f;
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v[3].Pos.X = -1.0f; v[3].Pos.Z = -1.0f; v[3].Pos.Y = 0.01f;
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v[0].TCoords = core::vector2df(0,0);
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v[1].TCoords = core::vector2df(1,0);
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v[2].TCoords = core::vector2df(1,1);
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