Fix objects that are unaffected by lights
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14697 178a84e3-b1eb-0310-8ba1-8eac791a3b58
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@ -11,6 +11,10 @@
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<material name="stk_mod_nitroBottle.png" />
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<material name="stk_mod_nitroBottle.png" />
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<material name="stk_mod_nitroLogo.png" compositing="additive" light="N" disable-z-write="Y" />
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<material name="stk_mod_nitroLogo.png" compositing="additive" light="N" disable-z-write="Y" />
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<material name="traffic_light_green.jpg" light="N"/>
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<material name="traffic_light_yellowjpg" light="N"/>
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<material name="traffic_light_red.jpg" light="N"/>
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<material name="bubblegum_shield.png" compositing="blend" disable-z-write="Y"/>
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<material name="bubblegum_shield.png" compositing="blend" disable-z-write="Y"/>
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<material name="bubblegum_shield_nolok.png" compositing="blend" disable-z-write="Y"/>
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<material name="bubblegum_shield_nolok.png" compositing="blend" disable-z-write="Y"/>
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<material name="parachute.png" backface-culling="n" ignore="Y"/>
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<material name="parachute.png" backface-culling="n" ignore="Y"/>
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@ -645,6 +645,16 @@ void Material::setMaterialProperties(video::SMaterial *m, scene::IMeshBuffer* m
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}
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}
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if (!m_lighting && irr_driver->isGLSL())
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{
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// we abuse alpha blender a little here : in the shader-based pipeline,
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// transparent objects are rendered after lighting has been applied.
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// Therefore, pretending the object is transparent will have the effect
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// of making it unaffected by lights
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m_alpha_blending = true;
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m_disable_z_write = false;
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}
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int modes = 0;
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int modes = 0;
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if (m_alpha_testing)
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if (m_alpha_testing)
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