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authorLuke Puchner-Hardman <x.lukk3.x@gmail.com>2014-09-23 14:39:34 +0200
committersfan5 <sfan5@live.de>2017-01-02 15:28:06 +0100
commit7057c196c442ff3484b53f48d940f4c9e0ffe23a (patch)
treeea6e57d1755253577e3eda6fe22280314d22fb87 /client/shaders/nodes_shader
parent523f0e8c5bce0cb58215dc1f9d027cf32394e3c3 (diff)
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Added "[sheet" to the texture special commands.
"[sheet:WxH:X,Y" assumes the base image is a tilesheet with W*H tiles on it and crops to the tile at position X,Y. Basically it works like "[verticalframe" but in 2D. For testing, I combined the four default_chest images into one.
Diffstat (limited to 'client/shaders/nodes_shader')
0 files changed, 0 insertions, 0 deletions
_CMD_PUNCHED 4 #define GENERIC_CMD_UPDATE_ARMOR_GROUPS 5 #define GENERIC_CMD_SET_ANIMATION 6 #define GENERIC_CMD_SET_BONE_POSITION 7 #define GENERIC_CMD_SET_ATTACHMENT 8 #define GENERIC_CMD_SET_PHYSICS_OVERRIDE 9 #include "object_properties.h" std::string gob_cmd_set_properties(const ObjectProperties &prop); ObjectProperties gob_read_set_properties(std::istream &is); std::string gob_cmd_update_position( v3f position, v3f velocity, v3f acceleration, f32 yaw, bool do_interpolate, bool is_movement_end, f32 update_interval ); std::string gob_cmd_set_texture_mod(const std::string &mod); std::string gob_cmd_set_sprite( v2s16 p, u16 num_frames, f32 framelength, bool select_horiz_by_yawpitch ); std::string gob_cmd_punched(s16 damage, s16 result_hp); #include "itemgroup.h" std::string gob_cmd_update_armor_groups(const ItemGroupList &armor_groups); std::string gob_cmd_update_physics_override(float physics_override_speed, float physics_override_jump, float physics_override_gravity, bool sneak, bool sneak_glitch); std::string gob_cmd_update_animation(v2f frames, float frame_speed, float frame_blend); std::string gob_cmd_update_bone_position(std::string bone, v3f position, v3f rotation); std::string gob_cmd_update_attachment(int parent_id, std::string bone, v3f position, v3f rotation); #endif