GPUParticle: Disable depth write instead of disabling depth test.
It's probably faster. git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14835 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -297,7 +297,7 @@ void PointEmitter::simulate()
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void PointEmitter::draw()
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{
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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glEnable(GL_BLEND);
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core::matrix4 matrix = irr_driver->getVideoDriver()->getTransform(video::ETS_PROJECTION);
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matrix *= irr_driver->getVideoDriver()->getTransform(video::ETS_VIEW);
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@ -330,7 +330,7 @@ void PointEmitter::draw()
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glActiveTexture(GL_TEXTURE0);
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glDisable(GL_VERTEX_PROGRAM_POINT_SIZE);
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glEnable(GL_ALPHA_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthMask(GL_TRUE);
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}
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RainNode::RainNode(scene::ISceneManager* mgr, ITexture *tex)
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