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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/player.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/player.cpp')
-rw-r--r--src/player.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/src/player.cpp b/src/player.cpp
index 13866e5f5..64c138d02 100644
--- a/src/player.cpp
+++ b/src/player.cpp
@@ -39,7 +39,6 @@ Player::Player(IGameDef *gamedef, const char *name):
is_climbing(false),
swimming_vertical(false),
camera_barely_in_ceiling(false),
- light(0),
inventory(gamedef->idef()),
hp(PLAYER_MAX_HP),
hurt_tilt_timer(0),