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authorDániel Juhász <juhdanad@gmail.com>2017-06-01 23:18:55 +0200
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-06-01 23:18:55 +0200
commit001de6ffbac83bcd41ecda075d79d265a69c7d42 (patch)
tree59b1857bb89be11a59746d4479f047806a7a42f6 /src/wieldmesh.cpp
parent1c69476d9f10540088ead63c8bcae91f46bc84d8 (diff)
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Do not shade inventory items with textures (#5869)
This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded.
Diffstat (limited to 'src/wieldmesh.cpp')
-rw-r--r--src/wieldmesh.cpp5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index 8b1477bb7..7736ec2a2 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -440,10 +440,15 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
scene::SMesh *mesh = NULL;
+ // Shading is on by default
+ result->needs_shading = true;
+
// If inventory_image is defined, it overrides everything else
if (def.inventory_image != "") {
mesh = getExtrudedMesh(tsrc, def.inventory_image);
result->buffer_colors.push_back(ItemPartColor());
+ // Items with inventory images do not need shading
+ result->needs_shading = false;
} else if (def.type == ITEM_NODE) {
if (f.mesh_ptr[0]) {
mesh = cloneMesh(f.mesh_ptr[0]);