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authorCraig Robbins <kde.psych@gmail.com>2015-02-11 16:02:16 +1000
committerCraig Robbins <kde.psych@gmail.com>2015-02-11 16:02:16 +1000
commitd25ff8fd2592f457b91e8a61240694af3902d23f (patch)
tree9b1a4f3eda3cd5d2ed1be704a69e0f1b80501c83 /src/wieldmesh.cpp
parentcfca5f99e62a32b5488d93f771453ef6935c5d4e (diff)
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Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client) * Avoid changing a global value to solve a local problem
Diffstat (limited to 'src/wieldmesh.cpp')
-rw-r--r--src/wieldmesh.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index 4ddae36d4..7c16bddcb 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -340,7 +340,9 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f.tiles, def.wield_scale, tsrc);
} else {
- MeshMakeData mesh_make_data(gamedef);
+ //// TODO: Change false in the following constructor args to
+ //// appropriate value when shader is added for wield items (if applicable)
+ MeshMakeData mesh_make_data(gamedef, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));