Remove cand's water-wave node for now and revert back to irrlicht's for the moment. The problem with cand's is that it ignores all our material flags, which is not acceptable
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14713 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -834,16 +834,18 @@ scene::ISceneNode* IrrDriver::addWaterNode(scene::IMesh *mesh,
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->createMeshWelded(mesh);
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->createMeshWelded(mesh);
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scene::ISceneNode* out = NULL;
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scene::ISceneNode* out = NULL;
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if (!m_glsl)
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// TODO: using cand's new WaterNode would be better, but it does not
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{
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// support our material flags (like transparency, etc.)
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//if (!m_glsl)
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//{
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out = m_scene_manager->addWaterSurfaceSceneNode(welded_mesh,
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out = m_scene_manager->addWaterSurfaceSceneNode(welded_mesh,
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wave_height, wave_speed,
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wave_height, wave_speed,
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wave_length);
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wave_length);
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} else
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//} else
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{
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//{
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out = new WaterNode(m_scene_manager, welded_mesh, wave_height, wave_speed,
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// out = new WaterNode(m_scene_manager, welded_mesh, wave_height, wave_speed,
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wave_length);
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// wave_length);
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}
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//}
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out->getMaterial(0).setFlag(video::EMF_GOURAUD_SHADING, true);
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out->getMaterial(0).setFlag(video::EMF_GOURAUD_SHADING, true);
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welded_mesh->drop(); // The scene node keeps a reference
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welded_mesh->drop(); // The scene node keeps a reference
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@ -2043,7 +2045,12 @@ void IrrDriver::applyObjectPassShader(scene::ISceneNode * const node, bool rimli
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viamb = ((scene::IMeshSceneNode *) node)->isReadOnlyMaterials();
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viamb = ((scene::IMeshSceneNode *) node)->isReadOnlyMaterials();
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mesh = ((scene::IMeshSceneNode *) node)->getMesh();
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mesh = ((scene::IMeshSceneNode *) node)->getMesh();
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}
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}
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else if (node->getType() == scene::ESNT_WATER_SURFACE)
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{
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viamb = (dynamic_cast<scene::IMeshSceneNode*>(node))->isReadOnlyMaterials();
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mesh = (dynamic_cast<scene::IMeshSceneNode*>(node))->getMesh();
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}
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for (i = 0; i < mcount; i++)
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for (i = 0; i < mcount; i++)
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{
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{
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video::SMaterial &nodemat = node->getMaterial(i);
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video::SMaterial &nodemat = node->getMaterial(i);
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