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
This commit is contained in:
mbjornstk
2009-05-31 20:35:55 +00:00
parent a6460ee84c
commit ab41b6fa78

View File

@@ -33,10 +33,10 @@ Shadow::Shadow(const std::string &name)
m_mesh = irr_driver->createQuadMesh(&m);
m_buffer = m_mesh->getMeshBuffer(0);
irr::video::S3DVertex* v=(video::S3DVertex*)m_buffer->getVertices();
v[0].Pos.X = -1.0f; v[0].Pos.Z = -1.0f; v[0].Pos.Y = 0.05f;
v[1].Pos.X = 1.0f; v[1].Pos.Z = -1.0f; v[1].Pos.Y = 0.05f;
v[2].Pos.X = 1.0f; v[2].Pos.Z = 1.0f; v[2].Pos.Y = 0.05f;
v[3].Pos.X = -1.0f; v[3].Pos.Z = 1.0f; v[3].Pos.Y = 0.05f;
v[0].Pos.X = -1.0f; v[0].Pos.Z = 1.0f; v[0].Pos.Y = 0.01f;
v[1].Pos.X = 1.0f; v[1].Pos.Z = 1.0f; v[1].Pos.Y = 0.01f;
v[2].Pos.X = 1.0f; v[2].Pos.Z = -1.0f; v[2].Pos.Y = 0.01f;
v[3].Pos.X = -1.0f; v[3].Pos.Z = -1.0f; v[3].Pos.Y = 0.01f;
v[0].TCoords = core::vector2df(0,0);
v[1].TCoords = core::vector2df(1,0);
v[2].TCoords = core::vector2df(1,1);