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authorCraig Robbins <kde.psych@gmail.com>2015-02-11 17:01:19 +1000
committerCraig Robbins <kde.psych@gmail.com>2015-02-11 17:01:19 +1000
commitf824866686ddba471a7b0c3178eaf968883bb69e (patch)
tree44f3e00e3f23f48648e066b70a8cdd41cdd8a08f /src
parentd25ff8fd2592f457b91e8a61240694af3902d23f (diff)
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Revert "Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting"
This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
Diffstat (limited to 'src')
-rw-r--r--src/client.cpp3
-rw-r--r--src/client.h3
-rw-r--r--src/itemdef.cpp11
-rw-r--r--src/mapblock_mesh.cpp5
-rw-r--r--src/mapblock_mesh.h3
-rw-r--r--src/wieldmesh.cpp4
6 files changed, 16 insertions, 13 deletions
diff --git a/src/client.cpp b/src/client.cpp
index 107e16f14..b13631f95 100644
--- a/src/client.cpp
+++ b/src/client.cpp
@@ -283,7 +283,6 @@ Client::Client(
}
m_cache_smooth_lighting = g_settings->getBool("smooth_lighting");
- m_cache_enable_shaders = g_settings->getBool("enable_shaders");
}
void Client::Stop()
@@ -2682,7 +2681,7 @@ void Client::addUpdateMeshTask(v3s16 p, bool ack_to_server, bool urgent)
Create a task to update the mesh of the block
*/
- MeshMakeData *data = new MeshMakeData(this, m_cache_enable_shaders);
+ MeshMakeData *data = new MeshMakeData(this);
{
//TimeTaker timer("data fill");
diff --git a/src/client.h b/src/client.h
index 93143009e..fd43361b1 100644
--- a/src/client.h
+++ b/src/client.h
@@ -623,9 +623,8 @@ private:
Database *localdb;
Server *localserver;
- // TODO: Add callback to update these when g_settings changes
+ // TODO: Add callback to update this when g_settings changes
bool m_cache_smooth_lighting;
- bool m_cache_enable_shaders;
};
#endif // !CLIENT_HEADER
diff --git a/src/itemdef.cpp b/src/itemdef.cpp
index d356b96c5..ac67c5b27 100644
--- a/src/itemdef.cpp
+++ b/src/itemdef.cpp
@@ -362,6 +362,8 @@ 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)
@@ -370,7 +372,11 @@ public:
/*
Make a mesh from the node
*/
- MeshMakeData mesh_make_data(gamedef, false);
+ if (g_settings->getBool("enable_shaders")) {
+ reenable_shaders = true;
+ g_settings->setBool("enable_shaders", false);
+ }
+ MeshMakeData mesh_make_data(gamedef);
u8 param2 = 0;
if (f.param_type_2 == CPT2_WALLMOUNTED)
param2 = 1;
@@ -437,6 +443,9 @@ public:
if (node_mesh)
node_mesh->drop();
+
+ if (reenable_shaders)
+ g_settings->setBool("enable_shaders",true);
}
// Put in cache
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index 318be14d6..cf311acba 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -42,7 +42,7 @@ static void applyFacesShading(video::SColor& color, float factor)
MeshMakeData
*/
-MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
+MeshMakeData::MeshMakeData(IGameDef *gamedef):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
@@ -50,8 +50,7 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
m_smooth_lighting(false),
m_show_hud(false),
m_highlight_mesh_color(255, 255, 255, 255),
- m_gamedef(gamedef),
- m_use_shaders(use_shaders)
+ m_gamedef(gamedef)
{}
void MeshMakeData::fill(MapBlock *block)
diff --git a/src/mapblock_mesh.h b/src/mapblock_mesh.h
index 98af92c74..be56d4c58 100644
--- a/src/mapblock_mesh.h
+++ b/src/mapblock_mesh.h
@@ -45,9 +45,8 @@ struct MeshMakeData
video::SColor m_highlight_mesh_color;
IGameDef *m_gamedef;
- bool m_use_shaders;
- MeshMakeData(IGameDef *gamedef, bool use_shaders);
+ MeshMakeData(IGameDef *gamedef);
/*
Copy central data directly from block, and other data from
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index 7c16bddcb..4ddae36d4 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -340,9 +340,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f.tiles, def.wield_scale, tsrc);
} else {
- //// TODO: Change false in the following constructor args to
- //// appropriate value when shader is added for wield items (if applicable)
- MeshMakeData mesh_make_data(gamedef, false);
+ MeshMakeData mesh_make_data(gamedef);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
MapBlockMesh mapblock_mesh(&mesh_make_data, v3s16(0, 0, 0));