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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.h
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.h')
-rw-r--r--src/wieldmesh.h7
1 files changed, 6 insertions, 1 deletions
diff --git a/src/wieldmesh.h b/src/wieldmesh.h
index ef164c11f..faedce484 100644
--- a/src/wieldmesh.h
+++ b/src/wieldmesh.h
@@ -59,8 +59,13 @@ struct ItemMesh
* Stores the color of each mesh buffer.
*/
std::vector<ItemPartColor> buffer_colors;
+ /*!
+ * If false, all faces of the item should have the same brightness.
+ * Disables shading based on normal vectors.
+ */
+ bool needs_shading;
- ItemMesh() : mesh(NULL), buffer_colors() {}
+ ItemMesh() : mesh(NULL), buffer_colors(), needs_shading(true) {}
};
/*