OsgCar.cpp: Do not create SDCarShader on "none" shaders

Even if "none" shaders were selected, the game would still parse
car.frag and execute the shaders, which is not the expected behaviour.
This commit is contained in:
Xavier Del Campo Romero 2025-01-02 00:45:34 +01:00
parent e8d92ca8be
commit e0b766bc6e
Signed by: xavi
GPG key ID: 84FF3612A9BF43F2

View file

@ -644,7 +644,8 @@ osg::ref_ptr<osg::Node> SDCar::loadCar(tCarElt *Car, bool tracktype, bool subcat
else
this->reflectionMappingMethod = REFLECTIONMAPPING_OFF;
this->shader = new SDCarShader(car_shaded_body.get(), this);
if (_carShader > 0)
this->shader = new SDCarShader(car_shaded_body.get(), this);
this->reflectionMapping = new SDReflectionMapping(this);
this->setReflectionMap(this->reflectionMapping->getReflectionMap());