Don't reset skidmark normal to the horizontal plane, but rather use the one received from the wheel. This fixes incorrect rendering of skidmarks on sloped surfaces. Signed-off-by: Artur Rojek <contact@artur-rojek.eu>
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@ -231,9 +231,6 @@ void SkidSection(tCar_spec* pCar, int pWheel_num, br_vector3* pPos, int pMateria
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gSkids[skid].actor->render_style = BR_RSTYLE_DEFAULT;
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gSkids[skid].actor->material = material;
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gSkids[skid].normal = pCar->nor[pWheel_num];
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gSkids[skid].normal.v[0] = 0;
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gSkids[skid].normal.v[1] = 1;
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gSkids[skid].normal.v[2] = 0;
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StretchMark(&gSkids[skid], &pCar->prev_skid_pos[pWheel_num], pPos, pCar->total_length[pWheel_num]);
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PipeSingleSkidAdjustment(skid, &gSkids[skid].actor->t.t.mat, pMaterial_index);
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pCar->old_skid[pWheel_num] = skid;
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