mesh->drop();
m_meshnode->setScale(m_prop.visual_size);
+ m_meshnode->setMaterialFlag(video::EMF_BACK_FACE_CULLING,
+ m_prop.backface_culling);
setSceneNodeMaterial(m_meshnode);
} else if (m_prop.visual == "mesh") {
}
if (m_enable_shaders) {
- scene::ISceneNode *node = getSceneNode();
-
- if (node == nullptr)
- return;
-
if (m_prop.visual == "upright_sprite") {
+ if (!m_meshnode)
+ return;
+
scene::IMesh *mesh = m_meshnode->getMesh();
for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- video::SMaterial &material = buf->getMaterial();
- material.EmissiveColor = color;
+ buf->getMaterial().EmissiveColor = color;
}
} else {
+ scene::ISceneNode *node = getSceneNode();
+ if (!node)
+ return;
+
for (u32 i = 0; i < node->getMaterialCount(); ++i) {
video::SMaterial &material = node->getMaterial(i);
material.EmissiveColor = color;