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authorkwolekr <kwolekr@minetest.net>2014-12-22 22:36:11 -0500
committerkwolekr <kwolekr@minetest.net>2014-12-22 22:37:11 -0500
commit249749dd8c06fc7902da648d7ab0986be203888e (patch)
tree60fd376b1dd5ba3ed511eb891ad560c0ef839cf0 /src
parent0483f91f307992d6e5b48ba1a784176f3e8827f0 (diff)
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Temporarily fix always bright wieldhand with shaders enabled
Diffstat (limited to 'src')
-rw-r--r--src/wieldmesh.cpp14
1 files changed, 12 insertions, 2 deletions
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index 2a69bb2a0..1c0d0da9c 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -292,8 +292,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
- if (m_enable_shaders)
+
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
+ if (m_enable_shaders)
material.setTexture(2, tsrc->getTexture("disable_img.png"));
+#endif
}
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
@@ -306,10 +310,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) {
u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
+#endif
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
@@ -341,7 +348,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
m_meshnode->setScale(
def.wield_scale * WIELD_SCALE_FACTOR
- / (BS * f.visual_scale));
+ / (BS * f.visual_scale));
}
for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
assert(i < 6);
@@ -357,6 +364,8 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
material.setTexture(0, f.tiles[i].texture);
}
material.MaterialType = m_material_type;
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) {
if (f.tiles[i].normal_texture) {
if (animated) {
@@ -370,6 +379,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
material.setTexture(2, tsrc->getTexture("disable_img.png"));
}
}
+#endif
}
return;
}