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authorPerttu Ahola <celeron55@gmail.com>2011-02-18 22:25:25 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-02-18 22:25:25 +0200
commit4c2b9ed516e3109d5c74a37c9479a516beae4f50 (patch)
treedc0666a6dbc711f26fc89cfad416cdd3ca23f1e7 /src/main.cpp
parent74f4a0ece8457d6519f7e5ae9fab20aea6ff8cf3 (diff)
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random code cleaning, shouldn't affect anything
Diffstat (limited to 'src/main.cpp')
-rw-r--r--src/main.cpp25
1 files changed, 20 insertions, 5 deletions
diff --git a/src/main.cpp b/src/main.cpp
index b0fe59320..11ae9985c 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -277,15 +277,13 @@ Doing now (most important at the top):
placement and transfer
* only_from_disk might not work anymore - check and fix it.
* Check the fixmes in the list above
-* When sending blocks to the client, the server takes way too much
- CPU time (20-30% for single player), find out what it is doing.
- - Make a simple profiler
=== Making it more portable
* Some MSVC: std::sto* are defined without a namespace and collide
with the ones in utility.h
=== Features
+* Add mud underground
* Make an "environment metafile" to store at least time of day
* Move digging property stuff from material.{h,cpp} to mapnode.cpp...
- Or maybe move content_features to material.{h,cpp}?
@@ -1794,7 +1792,7 @@ int main(int argc, char *argv[])
//driver->setMinHardwareBufferVertexCount(50);
scene::ISceneManager* smgr = device->getSceneManager();
-
+
guienv = device->getGUIEnvironment();
gui::IGUISkin* skin = guienv->getSkin();
gui::IGUIFont* font = guienv->getFont(porting::getDataPath("fontlucida.png").c_str());
@@ -2104,7 +2102,7 @@ int main(int argc, char *argv[])
if(camera == NULL)
return 1;
-
+
//video::SColor skycolor = video::SColor(255,90,140,200);
//video::SColor skycolor = video::SColor(255,166,202,244);
video::SColor skycolor = video::SColor(255,120,185,244);
@@ -2113,6 +2111,23 @@ int main(int argc, char *argv[])
// Just so big a value that everything rendered is visible
camera->setFarValue(100000*BS);
+
+ /*
+ Lighting test code. Doesn't quite work this way.
+ The CPU-computed lighting is good.
+ */
+
+ /*
+ smgr->addLightSceneNode(NULL,
+ v3f(0, BS*1000000, 0),
+ video::SColorf(0.3,0.3,0.3),
+ BS*10000000);
+
+ smgr->setAmbientLight(video::SColorf(0.0, 0.0, 0.0));
+
+ scene::ILightSceneNode *light = smgr->addLightSceneNode(camera,
+ v3f(0, 0, 0), video::SColorf(0.5,0.5,0.5), BS*4);
+ */
f32 camera_yaw = 0; // "right/left"
f32 camera_pitch = 0; // "up/down"