diff options
Diffstat (limited to 'src/client/content_cao.cpp')
-rw-r--r-- | src/client/content_cao.cpp | 11 |
1 files changed, 0 insertions, 11 deletions
diff --git a/src/client/content_cao.cpp b/src/client/content_cao.cpp index 32c1bb4a8..3126ee5e8 100644 --- a/src/client/content_cao.cpp +++ b/src/client/content_cao.cpp @@ -1318,12 +1318,6 @@ void GenericCAO::updateTextures(std::string mod) m_previous_texture_modifier = m_current_texture_modifier; m_current_texture_modifier = mod; - video::ITexture *shadow_texture = nullptr; - if (auto shadow = RenderingEngine::get_shadow_renderer()) - shadow_texture = shadow->get_texture(); - - const u32 TEXTURE_LAYER_SHADOW = 3; - if (m_spritenode) { if (m_prop.visual == "sprite") { std::string texturestring = "no_texture.png"; @@ -1334,7 +1328,6 @@ void GenericCAO::updateTextures(std::string mod) m_spritenode->getMaterial(0).MaterialTypeParam = 0.5f; m_spritenode->setMaterialTexture(0, tsrc->getTextureForMesh(texturestring)); - m_spritenode->setMaterialTexture(TEXTURE_LAYER_SHADOW, shadow_texture); // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest @@ -1370,7 +1363,6 @@ void GenericCAO::updateTextures(std::string mod) material.MaterialType = m_material_type; material.MaterialTypeParam = 0.5f; material.TextureLayer[0].Texture = texture; - material.TextureLayer[TEXTURE_LAYER_SHADOW].Texture = shadow_texture; material.setFlag(video::EMF_LIGHTING, true); material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setFlag(video::EMF_BACK_FACE_CULLING, m_prop.backface_culling); @@ -1421,7 +1413,6 @@ void GenericCAO::updateTextures(std::string mod) material.setFlag(video::EMF_BILINEAR_FILTER, false); material.setTexture(0, tsrc->getTextureForMesh(texturestring)); - material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture); material.getTextureMatrix(0).makeIdentity(); // This allows setting per-material colors. However, until a real lighting @@ -1448,7 +1439,6 @@ void GenericCAO::updateTextures(std::string mod) auto& material = m_meshnode->getMaterial(0); material.setTexture(0, tsrc->getTextureForMesh(tname)); - material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture); // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest @@ -1473,7 +1463,6 @@ void GenericCAO::updateTextures(std::string mod) auto& material = m_meshnode->getMaterial(1); material.setTexture(0, tsrc->getTextureForMesh(tname)); - material.setTexture(TEXTURE_LAYER_SHADOW, shadow_texture); // This allows setting per-material colors. However, until a real lighting // system is added, the code below will have no effect. Once MineTest |