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author | sfan5 <sfan5@live.de> | 2020-11-10 21:36:58 +0100 |
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committer | sfan5 <sfan5@live.de> | 2020-11-12 21:08:26 +0100 |
commit | b504a1aa4bdc56676b4b1c398ebfe98d336f8f6e (patch) | |
tree | 5069e573e93500728158aed9041781e8c544c03f /src | |
parent | c441baa91b71c48a369178df287eeb91e15ea7d1 (diff) | |
download | minetest-b504a1aa4bdc56676b4b1c398ebfe98d336f8f6e.tar.gz minetest-b504a1aa4bdc56676b4b1c398ebfe98d336f8f6e.tar.bz2 minetest-b504a1aa4bdc56676b4b1c398ebfe98d336f8f6e.zip |
Fix player sprite visibility in first person
closes #10525
Diffstat (limited to 'src')
-rw-r--r-- | src/client/content_cao.cpp | 16 |
1 files changed, 13 insertions, 3 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp index c52bc62c5..c645900aa 100644 --- a/src/client/content_cao.cpp +++ b/src/client/content_cao.cpp @@ -1919,13 +1919,23 @@ void GenericCAO::updateMeshCulling() if (!m_is_local_player) return; - // Grab the active player scene node so we know there's - // at least a mesh to occlude from the camera. + const bool hidden = m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST; + + if (m_meshnode && m_prop.visual == "upright_sprite") { + u32 buffers = m_meshnode->getMesh()->getMeshBufferCount(); + for (u32 i = 0; i < buffers; i++) { + video::SMaterial &mat = m_meshnode->getMesh()->getMeshBuffer(i)->getMaterial(); + // upright sprite has no backface culling + mat.setFlag(video::EMF_FRONT_FACE_CULLING, hidden); + } + return; + } + irr::scene::ISceneNode *node = getSceneNode(); if (!node) return; - if (m_client->getCamera()->getCameraMode() == CAMERA_MODE_FIRST) { + if (hidden) { // Hide the mesh by culling both front and // back faces. Serious hackyness but it works for our // purposes. This also preserves the skeletal armature. |