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author | Dániel Juhász <juhdanad@gmail.com> | 2017-04-21 18:04:06 +0200 |
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committer | sfan5 <sfan5@live.de> | 2017-04-21 19:18:09 +0200 |
commit | 900b816162401a6d9006334e2e8e8a9a26a1613b (patch) | |
tree | 44b45f30f4d6e98aca8c26d35aad301f105ee6ce /src | |
parent | 1ffb180868ffcec6812cd3aac8f56ffefb91c8bc (diff) | |
download | minetest-900b816162401a6d9006334e2e8e8a9a26a1613b.tar.gz minetest-900b816162401a6d9006334e2e8e8a9a26a1613b.tar.bz2 minetest-900b816162401a6d9006334e2e8e8a9a26a1613b.zip |
Fix after soft node overlays
This removes a segmentation fault and makes node meshes well colorized.
Diffstat (limited to 'src')
-rw-r--r-- | src/content_mapblock.cpp | 4 | ||||
-rw-r--r-- | src/wieldmesh.cpp | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp index 9f4223bac..6673e2bd9 100644 --- a/src/content_mapblock.cpp +++ b/src/content_mapblock.cpp @@ -108,7 +108,7 @@ void MapblockMeshGenerator::drawQuad(v3f *coords, const v3s16 &normal) vertices[j].Pos = coords[j] + origin; vertices[j].Normal = normal2; if (data->m_smooth_lighting) - vertices[j].Color = blendLight(coords[j]); + vertices[j].Color = blendLightColor(coords[j]); else vertices[j].Color = color; if (shade_face) @@ -298,7 +298,7 @@ video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos) video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal) { - video::SColor color = blendLight(vertex_pos); + video::SColor color = blendLightColor(vertex_pos); if (!f->light_source) applyFacesShading(color, vertex_normal); return color; diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp index 2b23d9e02..8b1477bb7 100644 --- a/src/wieldmesh.cpp +++ b/src/wieldmesh.cpp @@ -438,7 +438,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result) g_extrusion_mesh_cache->grab(); } - scene::SMesh *mesh; + scene::SMesh *mesh = NULL; // If inventory_image is defined, it overrides everything else if (def.inventory_image != "") { |