diff options
-rw-r--r-- | src/irrlichtwrapper.cpp | 40 | ||||
-rw-r--r-- | src/main.cpp | 17 |
2 files changed, 42 insertions, 15 deletions
diff --git a/src/irrlichtwrapper.cpp b/src/irrlichtwrapper.cpp index 8bd29b634..e48e328e3 100644 --- a/src/irrlichtwrapper.cpp +++ b/src/irrlichtwrapper.cpp @@ -112,13 +112,22 @@ video::ITexture* IrrlichtWrapper::getTextureDirect(TextureSpec spec) video::ITexture * CrackTextureMod::make(video::ITexture *original, const char *newname, video::IVideoDriver* driver) { + // Size of the base image core::dimension2d<u32> dim(16, 16); + // Size of the crack image + //core::dimension2d<u32> dim_crack(16, 16 * CRACK_ANIMATION_LENGTH); + // Position to copy the crack to in the base image core::position2d<s32> pos_base(0, 0); + // Position to copy the crack from in the crack image core::position2d<s32> pos_other(0, 16 * progression); video::IImage *baseimage = driver->createImage(original, pos_base, dim); assert(baseimage); + + video::IImage *crackimage = driver->createImageFromFile("../data/crack.png"); + assert(crackimage); +#if 0 video::ITexture *other = driver->getTexture("../data/crack.png"); dstream<<__FUNCTION_NAME<<": crack texture size is " @@ -131,26 +140,33 @@ video::ITexture * CrackTextureMod::make(video::ITexture *original, // the image to fit a texture or something... video::IImage *otherimage = driver->createImage( other, core::position2d<s32>(0,0), other->getSize()); - // This should work on more systems - // - no, it doesn't, output is more random. - /*video::IImage *otherimage = driver->createImage( - other, core::position2d<s32>(0,0), - v2u32(16, CRACK_ANIMATION_LENGTH * 16));*/ assert(otherimage); + + // Now, the image might be 80 or 128 high depending on the computer + // Let's make an image of the right size and copy the possibly + // wrong sized one with scaling + // NOTE: This is an ugly hack. + + video::IImage *crackimage = driver->createImage( + baseimage->getColorFormat(), dim_crack); - /*core::rect<s32> clip_rect(v2s32(0,0), dim); - otherimage->copyToWithAlpha(baseimage, v2s32(0,0), - core::rect<s32>(pos_other, dim), - video::SColor(255,255,255,255), - &clip_rect);*/ + assert(crackimage); - otherimage->copyToWithAlpha(baseimage, v2s32(0,0), + otherimage->copyToScaling(crackimage); + otherimage->drop(); +#endif + + // Then copy the right part of crackimage to baseimage + + crackimage->copyToWithAlpha(baseimage, v2s32(0,0), core::rect<s32>(pos_other, dim), video::SColor(255,255,255,255), NULL); - otherimage->drop(); + crackimage->drop(); + + // Create texture from resulting image video::ITexture *newtexture = driver->addTexture(newname, baseimage); diff --git a/src/main.cpp b/src/main.cpp index a5b9ba0d5..fd13652cf 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or TODO: When player dies, throw items on map
+TODO: Optimize day/night mesh updating somehow
+ - create copies of all textures for all lighting values and only
+ change texture for material?
+ - Umm... the collecting of the faces is the slow part
+ -> what about just changing the color values of the existing
+ meshbuffers? It should go quite fast.
+
TODO: Map generator version 2
Doing now:
@@ -1614,8 +1621,8 @@ int main(int argc, char *argv[]) bool first_loop_after_window_activation = true;
// Time is in milliseconds
- // NOTE: getRealTime() without run()s causes strange problems in wine
- // NOTE: Have to call run() between calls of this to update the timer
+ // NOTE: getRealTime() causes strange problems in wine (imprecision?)
+ // NOTE: So we have to use getTime() and call run()s between them
u32 lasttime = device->getTimer()->getTime();
while(device->run())
@@ -1862,9 +1869,13 @@ int main(int argc, char *argv[]) v3f camera_direction = v3f(0,0,1);
camera_direction.rotateYZBy(camera_pitch);
camera_direction.rotateXZBy(camera_yaw);
-
+
+ // This is at the height of the eyes of the current figure
v3f camera_position =
player_position + v3f(0, BS+BS/2, 0);
+ // This is more like in minecraft
+ /*v3f camera_position =
+ player_position + v3f(0, BS+BS*0.65, 0);*/
camera->setPosition(camera_position);
// *100.0 helps in large map coordinates
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