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