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authorhecks <42101236+hecktest@users.noreply.github.com>2020-12-06 00:03:40 +0100
committerGitHub <noreply@github.com>2020-12-05 15:03:40 -0800
commit6d7067fd37a8084aca139ecab552982e0ee99582 (patch)
tree415c1659d452873b575703beed9001c3bc00cf08 /src/client/mapblock_mesh.cpp
parent07e0b527cf3e6e4f1bf36823940216efef59d8c9 (diff)
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Implement mapblock camera offset correctly (#10702)
Implement mapblock camera offset correctly - reduce client jitter Co-authored-by: hecktest <>
Diffstat (limited to 'src/client/mapblock_mesh.cpp')
-rw-r--r--src/client/mapblock_mesh.cpp20
1 files changed, 0 insertions, 20 deletions
diff --git a/src/client/mapblock_mesh.cpp b/src/client/mapblock_mesh.cpp
index 6a59fabe3..dac25a066 100644
--- a/src/client/mapblock_mesh.cpp
+++ b/src/client/mapblock_mesh.cpp
@@ -1175,13 +1175,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
buf->drop();
}
- /*
- Do some stuff to the mesh
- */
- m_camera_offset = camera_offset;
- translateMesh(m_mesh[layer],
- intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
-
if (m_mesh[layer]) {
#if 0
// Usually 1-700 faces and 1-7 materials
@@ -1308,19 +1301,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
return true;
}
-void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
-{
- if (camera_offset != m_camera_offset) {
- for (scene::IMesh *layer : m_mesh) {
- translateMesh(layer,
- intToFloat(m_camera_offset - camera_offset, BS));
- if (m_enable_vbo)
- layer->setDirty();
- }
- m_camera_offset = camera_offset;
- }
-}
-
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components