From 249749dd8c06fc7902da648d7ab0986be203888e Mon Sep 17 00:00:00 2001 From: kwolekr Date: Mon, 22 Dec 2014 22:36:11 -0500 Subject: Temporarily fix always bright wieldhand with shaders enabled --- src/wieldmesh.cpp | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) (limited to 'src') diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 2a69bb2a0..1c0d0da9c 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -292,8 +292,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename, #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2 material.setFlag(video::EMF_USE_MIP_MAPS, false); #endif - if (m_enable_shaders) + +#if 0 +//// TODO(RealBadAngel): Reactivate when shader is added for wield items + if (m_enable_shaders) material.setTexture(2, tsrc->getTexture("disable_img.png")); +#endif } void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) @@ -306,10 +310,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) const ContentFeatures &f = ndef->get(def.name); content_t id = ndef->getId(def.name); +#if 0 +//// TODO(RealBadAngel): Reactivate when shader is added for wield items if (m_enable_shaders) { u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL); m_material_type = shdrsrc->getShaderInfo(shader_id).material; } +#endif // If wield_image is defined, it overrides everything else if (def.wield_image != "") { @@ -341,7 +348,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS)); m_meshnode->setScale( def.wield_scale * WIELD_SCALE_FACTOR - / (BS * f.visual_scale)); + / (BS * f.visual_scale)); } for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) { assert(i < 6); @@ -357,6 +364,8 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) material.setTexture(0, f.tiles[i].texture); } material.MaterialType = m_material_type; +#if 0 +//// TODO(RealBadAngel): Reactivate when shader is added for wield items if (m_enable_shaders) { if (f.tiles[i].normal_texture) { if (animated) { @@ -370,6 +379,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef) material.setTexture(2, tsrc->getTexture("disable_img.png")); } } +#endif } return; } -- cgit v1.2.3