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authorPerttu Ahola <celeron55@gmail.com>2011-11-26 12:40:25 +0200
committerPerttu Ahola <celeron55@gmail.com>2011-11-29 19:13:53 +0200
commit65b2a2cb02098a6806540f5049398e3dbec4675d (patch)
tree75a4fd5affa87eabf59413e7d745b0c1a23d6709 /src
parent70363847aacbf765c60a294940ba50c8bb256cc6 (diff)
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Make lighting update occur immediately after ClientActiveObject addition to make objects show up much more responsively
Diffstat (limited to 'src')
-rw-r--r--src/environment.cpp12
1 files changed, 11 insertions, 1 deletions
diff --git a/src/environment.cpp b/src/environment.cpp
index a01bf1037..c2bc2692e 100644
--- a/src/environment.cpp
+++ b/src/environment.cpp
@@ -2289,8 +2289,18 @@ u16 ClientEnvironment::addActiveObject(ClientActiveObject *object)
infostream<<"ClientEnvironment::addActiveObject(): "
<<"added (id="<<object->getId()<<")"<<std::endl;
m_active_objects.insert(object->getId(), object);
- // TODO: Make g_texturesource non-global
object->addToScene(m_smgr, m_texturesource);
+ { // Update lighting immediately
+ u8 light = 0;
+ try{
+ // Get node at head
+ v3s16 p = object->getLightPosition();
+ MapNode n = m_map->getNode(p);
+ light = n.getLightBlend(getDayNightRatio(), m_gamedef->ndef());
+ }
+ catch(InvalidPositionException &e) {}
+ object->updateLight(light);
+ }
return object->getId();
}