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authorPerttu Ahola <celeron55@gmail.com>2010-12-22 20:47:17 +0200
committerPerttu Ahola <celeron55@gmail.com>2010-12-22 20:47:17 +0200
commit813b6a91b36548532ba4236033369435c5c36017 (patch)
tree45c67e8f04a299787871c09968240c5e01c5d8fb
parent78510b49c75560416d1bfd9873322961b8a52054 (diff)
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added fog to players
-rw-r--r--src/main.cpp5
-rw-r--r--src/player.cpp2
2 files changed, 5 insertions, 2 deletions
diff --git a/src/main.cpp b/src/main.cpp
index cbca1df34..5ffbafb62 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -167,12 +167,13 @@ TODO: Better handling of objects and mobs
- Client should not discriminate between blocks, server should
- Make other players utilize the same framework
-SUGG: Split Inventory into ClientInventory and ServerInventory
+TODO: Draw big amounts of torches better (that is, throw them in the
+ same meshbuffer (can the meshcombiner class be used?))
Doing now:
======================================================================
-TODO: Convert the text input system to use a modal menu
+TODO: Convert the text input system to use a modal menu... or something
======================================================================
diff --git a/src/player.cpp b/src/player.cpp
index ef09fae6a..d5d122bd6 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -112,6 +112,7 @@ RemotePlayer::RemotePlayer(
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
@@ -135,6 +136,7 @@ RemotePlayer::RemotePlayer(
//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
+ buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
// Add to mesh
mesh->addMeshBuffer(buf);