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authorCraig Robbins <kde.psych@gmail.com>2015-02-11 16:02:16 +1000
committerCraig Robbins <kde.psych@gmail.com>2015-02-11 16:02:16 +1000
commitd25ff8fd2592f457b91e8a61240694af3902d23f (patch)
tree9b1a4f3eda3cd5d2ed1be704a69e0f1b80501c83 /src/itemdef.cpp
parentcfca5f99e62a32b5488d93f771453ef6935c5d4e (diff)
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Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting
* Increase performance (client) * Avoid changing a global value to solve a local problem
Diffstat (limited to 'src/itemdef.cpp')
-rw-r--r--src/itemdef.cpp11
1 files changed, 1 insertions, 10 deletions
diff --git a/src/itemdef.cpp b/src/itemdef.cpp
index ac67c5b27..d356b96c5 100644
--- a/src/itemdef.cpp
+++ b/src/itemdef.cpp
@@ -362,8 +362,6 @@ public:
scene::IMesh *node_mesh = NULL;
- bool reenable_shaders = false;
-
if (need_rtt_mesh || need_wield_mesh) {
u8 param1 = 0;
if (f.param_type == CPT_LIGHT)
@@ -372,11 +370,7 @@ public:
/*
Make a mesh from the node
*/
- if (g_settings->getBool("enable_shaders")) {
- reenable_shaders = true;
- g_settings->setBool("enable_shaders", false);
- }
- MeshMakeData mesh_make_data(gamedef);
+ MeshMakeData mesh_make_data(gamedef, false);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
@@ -443,9 +437,6 @@ public:
if (node_mesh)
node_mesh->drop();
-
- if (reenable_shaders)
- g_settings->setBool("enable_shaders",true);
}
// Put in cache