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authorVitaliy <silverunicorn2011@yandex.ru>2018-03-22 22:59:49 +0300
committerLoïc Blot <nerzhul@users.noreply.github.com>2018-03-22 20:59:49 +0100
commit9fcc0c1217fcd3acabaa11239631de10032fa126 (patch)
tree7596bc17bd51f5b9d22ad918743d90fcfa0e2278 /src/mapblock_mesh.h
parent8986a9e6053bed0002726bc000ee394a928b7f51 (diff)
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Update mesh collector and move it to a separate file (#6904)
* Update MeshCollector * Simplify MeshCollector
Diffstat (limited to 'src/mapblock_mesh.h')
-rw-r--r--src/mapblock_mesh.h45
1 files changed, 0 insertions, 45 deletions
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 2f1f3871d..39bc2f318 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -173,51 +173,6 @@ private:
v3s16 m_camera_offset;
};
-
-
-/*
- This is used because CMeshBuffer::append() is very slow
-*/
-struct PreMeshBuffer
-{
- TileLayer layer;
- std::vector<u16> indices;
- std::vector<video::S3DVertex> vertices;
- std::vector<video::S3DVertexTangents> tangent_vertices;
-};
-
-struct MeshCollector
-{
- std::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> prebuffers;
- bool m_use_tangent_vertices;
-
- MeshCollector(bool use_tangent_vertices):
- m_use_tangent_vertices(use_tangent_vertices)
- {
- }
-
- void append(const TileSpec &material,
- const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices);
- void append(const TileLayer &material,
- const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices, u8 layernum,
- bool use_scale = false);
- void append(const TileSpec &material,
- const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices, v3f pos,
- video::SColor c, u8 light_source);
- void append(const TileLayer &material,
- const video::S3DVertex *vertices, u32 numVertices,
- const u16 *indices, u32 numIndices, v3f pos,
- video::SColor c, u8 light_source, u8 layernum,
- bool use_scale = false);
- /*!
- * Colorizes all vertices in the collector.
- */
- void applyTileColors();
-};
-
/*!
* Encodes light of a node.
* The result is not the final color, but a