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authorx2048 <codeforsmile@gmail.com>2022-05-20 22:35:03 +0200
committerGitHub <noreply@github.com>2022-05-20 22:35:03 +0200
commita4ef62f5b215fe0f23e3e50672f1538854db4ed9 (patch)
tree1140a95491a136d22530a08e0c232f78e64041ec /src/client
parent604fb2b738c1f369c608b7f3b778034bf3dc2725 (diff)
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Fix lighting of upright_sprite entities (#12336)
Use MeshNode materials to set the light since ReadOnlyMaterials is now false
Diffstat (limited to 'src/client')
-rw-r--r--src/client/content_cao.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp
index d89bb53b3..9c3e5aa05 100644
--- a/src/client/content_cao.cpp
+++ b/src/client/content_cao.cpp
@@ -905,12 +905,8 @@ void GenericCAO::setNodeLight(const video::SColor &light_color)
if (m_prop.visual == "upright_sprite") {
if (!m_meshnode)
return;
-
- scene::IMesh *mesh = m_meshnode->getMesh();
- for (u32 i = 0; i < mesh->getMeshBufferCount(); ++i) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(i);
- buf->getMaterial().EmissiveColor = light_color;
- }
+ for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i)
+ m_meshnode->getMaterial(i).EmissiveColor = light_color;
} else {
scene::ISceneNode *node = getSceneNode();
if (!node)