From e3a3ba0bcd87063b82cd1dc64a43c60cce6d4f0a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 20 Jan 2013 03:42:49 +1000 Subject: Use ambient light instead of material light. --- ClientHamr/extantz/crappisspuke.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) (limited to 'ClientHamr/extantz') diff --git a/ClientHamr/extantz/crappisspuke.cpp b/ClientHamr/extantz/crappisspuke.cpp index b853d96..41bd95d 100644 --- a/ClientHamr/extantz/crappisspuke.cpp +++ b/ClientHamr/extantz/crappisspuke.cpp @@ -107,6 +107,8 @@ EAPI int startIrr(GLData *gld) driver = device->getVideoDriver(); gld->driver = driver; smgr = device->getSceneManager(); gld->smgr = smgr; + // set ambient light + smgr->setAmbientLight (video::SColorf(0x00c0c0c0)); /* To show something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager with getMesh() and add @@ -137,7 +139,7 @@ EAPI int startIrr(GLData *gld) */ if (node) { - node->setMaterialFlag(EMF_LIGHTING, false); +// node->setMaterialFlag(EMF_LIGHTING, false); node->setMD2Animation(scene::EMAT_STAND); node->setMaterialTexture(0, driver->getTexture("media/sydney.bmp")); } -- cgit v1.1