summaryrefslogtreecommitdiff
path: root/src/mesh.cpp
diff options
context:
space:
mode:
authorDániel Juhász <juhdanad@gmail.com>2017-06-01 23:18:55 +0200
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-06-01 23:18:55 +0200
commit001de6ffbac83bcd41ecda075d79d265a69c7d42 (patch)
tree59b1857bb89be11a59746d4479f047806a7a42f6 /src/mesh.cpp
parent1c69476d9f10540088ead63c8bcae91f46bc84d8 (diff)
downloadminetest-001de6ffbac83bcd41ecda075d79d265a69c7d42.tar.gz
minetest-001de6ffbac83bcd41ecda075d79d265a69c7d42.tar.bz2
minetest-001de6ffbac83bcd41ecda075d79d265a69c7d42.zip
Do not shade inventory items with textures (#5869)
This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded.
Diffstat (limited to 'src/mesh.cpp')
-rw-r--r--src/mesh.cpp18
1 files changed, 10 insertions, 8 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp
index 824d6891b..3ab67510a 100644
--- a/src/mesh.cpp
+++ b/src/mesh.cpp
@@ -175,6 +175,14 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
mesh->setBoundingBox(bbox);
}
+void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color)
+{
+ const u32 stride = getVertexPitchFromType(buf->getVertexType());
+ u32 vertex_count = buf->getVertexCount();
+ u8 *vertices = (u8 *) buf->getVertices();
+ for (u32 i = 0; i < vertex_count; i++)
+ ((video::S3DVertex *) (vertices + i * stride))->Color = color;
+}
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
{
@@ -182,14 +190,8 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
return;
u32 mc = mesh->getMeshBufferCount();
- for (u32 j = 0; j < mc; j++) {
- scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
- const u32 stride = getVertexPitchFromType(buf->getVertexType());
- u32 vertex_count = buf->getVertexCount();
- u8 *vertices = (u8 *)buf->getVertices();
- for (u32 i = 0; i < vertex_count; i++)
- ((video::S3DVertex *)(vertices + i * stride))->Color = color;
- }
+ for (u32 j = 0; j < mc; j++)
+ setMeshBufferColor(mesh->getMeshBuffer(j), color);
}
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor)