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-rw-r--r--src/main.cpp19
1 files changed, 17 insertions, 2 deletions
diff --git a/src/main.cpp b/src/main.cpp
index ff24fbb87..1e30219c5 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -97,6 +97,9 @@ SUGG: Meshes of blocks could be split into 6 meshes facing into
different directions and then only those drawn that need to be
- Also an 1-dimensional tile map would be nice probably
+SUGG: Calculate lighting per vertex to get a lighting effect like in
+ bartwe's game
+
Gaming ideas:
-------------
@@ -363,8 +366,13 @@ Doing now (most important at the top):
#include "guiMainMenu.h"
#include "mineral.h"
#include "noise.h"
+#include "tile.h"
+
+// TODO: Remove this
+IrrlichtWrapper *g_irrlicht = NULL;
-IrrlichtWrapper *g_irrlicht;
+// This makes textures
+TextureSource *g_texturesource = NULL;
MapDrawControl draw_control;
@@ -1643,6 +1651,7 @@ int main(int argc, char *argv[])
g_device = device;
g_irrlicht = new IrrlichtWrapper(device);
+ g_texturesource = new TextureSource(device);
/*
Speed tests (done after irrlicht is loaded to get timer)
@@ -1670,7 +1679,8 @@ int main(int argc, char *argv[])
video::IVideoDriver* driver = device->getVideoDriver();
/*
- This changes the minimum allowed number of vertices in a VBO
+ This changes the minimum allowed number of vertices in a VBO.
+ Default is 500.
*/
//driver->setMinHardwareBufferVertexCount(50);
@@ -2062,6 +2072,11 @@ int main(int argc, char *argv[])
g_irrlicht->Run();
/*
+ Process TextureSource's queue
+ */
+ g_texturesource->processQueue();
+
+ /*
Random calculations
*/
v2u32 screensize = driver->getScreenSize();