Commit 531a697d authored by hybrid's avatar hybrid

Reenable second light, thanks to greenya

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3387 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 02585abe
......@@ -151,10 +151,6 @@ private:
ProblemText->setVisible(true);
else
ProblemText->setVisible(false);
}
private:
......@@ -214,7 +210,6 @@ int main()
// disable mouse cursor
device->getCursorControl()->setVisible(false);
/*
Because we want the whole scene to look a little bit scarier, we add
some fog to it. This is done by a call to IVideoDriver::setFog(). There
......@@ -234,17 +229,14 @@ int main()
IMeshManipulator::makePlanarTextureMapping() method.
*/
scene::IAnimatedMesh* roomMesh = smgr->getMesh(
"../../media/room.3ds");
scene::IAnimatedMesh* roomMesh = smgr->getMesh("../../media/room.3ds");
scene::ISceneNode* room = 0;
scene::ISceneNode* earth = 0;
if (roomMesh)
{
/*
The Room Mesh doesn't have proper Texture Mapping on the floor,
so we can recreate them on runtime
*/
// The Room mesh doesn't have proper Texture Mapping on the
// floor, so we can recreate them on runtime
smgr->getMeshManipulator()->makePlanarTextureMapping(
roomMesh->getMesh(0), 0.003f);
......@@ -407,7 +399,7 @@ int main()
walls. But of course, this will change in future versions of Irrlicht
where higher versions of pixel/vertex shaders will be implemented too.
*/
#if 0
// add light 2 (red)
scene::ISceneNode* light2 =
smgr->addLightSceneNode(0, core::vector3df(0,0,0),
......@@ -453,7 +445,6 @@ int main()
ps->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
ps->setMaterialTexture(0, driver->getTexture("../../media/fireball.bmp"));
ps->setMaterialType(video::EMT_TRANSPARENT_VERTEX_ALPHA);
#endif
MyEventReceiver receiver(room, earth, env, driver);
device->setEventReceiver(&receiver);
......
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