GPUParticle: Use a fake material to avoid Irrlicht to bypass material update.

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@14845 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
vincentlj 2013-12-31 00:06:08 +00:00
parent 0829c150ca
commit e7a355c38e

View File

@ -236,6 +236,8 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
CParticleSystemSceneNode::setEmitter(emitter);
if (emitter->getType() != scene::EPET_POINT)
return;
// Pass a fake material type to force irrlicht to update its internal states on rendering
setMaterialType(irr_driver->getShader(ES_RAIN));
setAutomaticCulling(0);
initGL();
count = emitter->getMaxParticlesPerSecond();