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.h | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'src/mapblock_mesh.h') diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h index e1cccc64e..be56d4c58 100644 --- a/src/mapblock_mesh.h +++ b/src/mapblock_mesh.h @@ -195,6 +195,11 @@ u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef); u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef); 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. +void finalColorBlend(video::SColor& result, + u8 day, u8 night, u32 daynight_ratio); + // Retrieves the TileSpec of a face of a node // Adds MATERIAL_FLAG_CRACK if the node is cracked TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data); -- cgit v1.2.3