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