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
This commit is contained in:
parent
22d6dd56ea
commit
ae337751de
@ -834,16 +834,18 @@ scene::ISceneNode* IrrDriver::addWaterNode(scene::IMesh *mesh,
|
||||
->createMeshWelded(mesh);
|
||||
scene::ISceneNode* out = NULL;
|
||||
|
||||
if (!m_glsl)
|
||||
{
|
||||
// TODO: using cand's new WaterNode would be better, but it does not
|
||||
// support our material flags (like transparency, etc.)
|
||||
//if (!m_glsl)
|
||||
//{
|
||||
out = m_scene_manager->addWaterSurfaceSceneNode(welded_mesh,
|
||||
wave_height, wave_speed,
|
||||
wave_length);
|
||||
} else
|
||||
{
|
||||
out = new WaterNode(m_scene_manager, welded_mesh, wave_height, wave_speed,
|
||||
wave_length);
|
||||
}
|
||||
//} else
|
||||
//{
|
||||
// out = new WaterNode(m_scene_manager, welded_mesh, wave_height, wave_speed,
|
||||
// wave_length);
|
||||
//}
|
||||
|
||||
out->getMaterial(0).setFlag(video::EMF_GOURAUD_SHADING, true);
|
||||
welded_mesh->drop(); // The scene node keeps a reference
|
||||
@ -2043,7 +2045,12 @@ void IrrDriver::applyObjectPassShader(scene::ISceneNode * const node, bool rimli
|
||||
viamb = ((scene::IMeshSceneNode *) node)->isReadOnlyMaterials();
|
||||
mesh = ((scene::IMeshSceneNode *) node)->getMesh();
|
||||
}
|
||||
|
||||
else if (node->getType() == scene::ESNT_WATER_SURFACE)
|
||||
{
|
||||
viamb = (dynamic_cast<scene::IMeshSceneNode*>(node))->isReadOnlyMaterials();
|
||||
mesh = (dynamic_cast<scene::IMeshSceneNode*>(node))->getMesh();
|
||||
}
|
||||
|
||||
for (i = 0; i < mcount; i++)
|
||||
{
|
||||
video::SMaterial &nodemat = node->getMaterial(i);
|
||||
|
Loading…
Reference in New Issue
Block a user