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* Meshes: Make object mesh face shading consistentparamat2017-01-13
| | | | | | | | | Previously, object meshes had their North and South faces darker than East and West faces, the opposite of nodes and meshnodes. This commit corrects this. State constants as float-literals not double-literals. Simplify code. Add comment.
* Halo: Highlight selected faceRealBadAngel2016-11-12
| | | | | This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
* v2d & aabbox3d<f32> & sky cleanupsnerzhul2016-02-11
| | | | | * Sky: rename Box => m_box and inline getBoundingBox * Uniformize aabbox3d<f32> to aabb3f
* Use single box for halo meshRealBadAngel2016-02-11
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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* Make all mesh manipulators in mesh.cpp work with any vertex typeKahrl2016-01-15
| | | | | | | | | cloneMesh() has to use a switch in order to create a different mesh buffer type depending on vertex type. (Credit: the new cloneMesh was written by RealBadAngel.) To avoid repetitive code, all other methods use getVertexPitchFromType() to automatically adapt the indexing to the vertex type at runtime.
* Change i++ to ++iDavid Jones2015-08-25
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* Add wielded (and CAOs) shaderRealBadAngel2015-07-21
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* Automated whitespace error fix for last commitest312015-06-14
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
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* Port createForsythOptimizedMesh from Irrlicht 1.8RealBadAngel2014-11-23
| | | | Mesh rotation helpers.
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Add meshnode drawtype.RealBadAngel2014-10-18
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* Fix invalid usage of texture->getSize() where actually ↵sapier2013-11-03
| | | | texture->getOriginalSize() was meant
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
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* Fix possible NULL dereference in createExtrudedMeshKahrl2013-07-06
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* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-03
| | | | | | | | | | | | | TextureSource has a list of textures to delete (m_texture_trash) so this provides a proper, non-hacky way to delete RTT textures. Also, the prior, hacky way of deleting them seems to be broken (see pull request #803). To avoid header file clutter by repeating the same long list of arguments over and over again, store the arguments of generateTextureFromMesh in a struct called TextureFromMeshParams. Also fix issue #782 (Only use bilinear (and others) on item textures when settings allow it).
* Fix double free in createExtrudedMesh, reported by ptitSebKahrl2013-05-12
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* fix various memory leakssapier2013-04-09
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* fix screen flickering black when rendering to textureJürgen Doser2012-12-06
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* Revert "Don't leak textures all over the place"Perttu Ahola2012-11-25
| | | | | | | | This causes textures to be deleted before they are no longer accessed, resulting in a segmentation fault. This needs to be rewritten in such a way that textures are deleted when the client disconnects from a server. This reverts commit 41c00e87d42580881d8c7001f39014814e3b55f2.
* Don't leak textures all over the placeKahrl2012-11-02
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* mesh: warn only once about render-to-target not being supportedJonathan Neuschäfer2012-02-24
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* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* inventorycube: use all three specified textures; also moved mesh creation / ↵Kahrl2011-12-03
modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube