From 9b551d5cbcaf71a8c39bbf7e886290649aed4799 Mon Sep 17 00:00:00 2001 From: Kahrl Date: Sun, 2 Nov 2014 03:47:43 +0100 Subject: Implement WieldMeshSceneNode which improves wield mesh rendering - 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. --- src/mapblock_mesh.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/mapblock_mesh.cpp') diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 2459cf0d7..99a5ce0dd 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -320,7 +320,7 @@ u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data) Converts from day + night color values (0..255) and a given daynight_ratio to the final SColor shown on screen. */ -static void finalColorBlend(video::SColor& result, +void finalColorBlend(video::SColor& result, u8 day, u8 night, u32 daynight_ratio) { s32 rg = (day * daynight_ratio + night * (1000-daynight_ratio)) / 1000; -- cgit v1.2.3