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authorKahrl <kahrl@gmx.net>2014-11-02 03:47:43 +0100
committerKahrl <kahrl@gmx.net>2014-11-08 23:11:57 +0100
commit9b551d5cbcaf71a8c39bbf7e886290649aed4799 (patch)
tree8eb68e4c9a7a006ec6c406da4760403c6748848e /src/game.cpp
parentcc8d7b86404f2830bcf09d04468e8041db276b98 (diff)
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Implement WieldMeshSceneNode which improves wield mesh rendering
- Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 272abe783..fee45e31d 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -3656,7 +3656,7 @@ void Game::updateFrame(std::vector<aabb3f> &highlight_boxes,
if (mlist && (client->getPlayerItem() < mlist->getSize())) {
ItemStack item = mlist->getItem(client->getPlayerItem());
- camera->wield(item, client->getPlayerItem());
+ camera->wield(item);
}
runData->update_wielded_item_trigger = false;
}