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-rw-r--r--src/client/render/core.cpp1
-rw-r--r--src/client/render/factory.cpp7
-rw-r--r--src/client/render/interlaced.cpp2
3 files changed, 7 insertions, 3 deletions
diff --git a/src/client/render/core.cpp b/src/client/render/core.cpp
index bf5aa6c2c..92a7137ea 100644
--- a/src/client/render/core.cpp
+++ b/src/client/render/core.cpp
@@ -86,6 +86,7 @@ void RenderingCore::drawHUD()
if (show_hud) {
if (draw_crosshair)
hud->drawCrosshair();
+
hud->drawHotbar(client->getEnv().getLocalPlayer()->getWieldIndex());
hud->drawLuaElements(camera->getOffset());
camera->drawNametags();
diff --git a/src/client/render/factory.cpp b/src/client/render/factory.cpp
index 30f9480fc..7fcec40dd 100644
--- a/src/client/render/factory.cpp
+++ b/src/client/render/factory.cpp
@@ -19,7 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "factory.h"
-#include <stdexcept>
+#include "log.h"
#include "plain.h"
#include "anaglyph.h"
#include "interlaced.h"
@@ -45,5 +45,8 @@ RenderingCore *createRenderingCore(const std::string &stereo_mode, IrrlichtDevic
return new RenderingCoreSideBySide(device, client, hud, true);
if (stereo_mode == "crossview")
return new RenderingCoreSideBySide(device, client, hud, false, true);
- throw std::invalid_argument("Invalid rendering mode: " + stereo_mode);
+
+ // fallback to plain renderer
+ errorstream << "Invalid rendering mode: " << stereo_mode << std::endl;
+ return new RenderingCorePlain(device, client, hud);
}
diff --git a/src/client/render/interlaced.cpp b/src/client/render/interlaced.cpp
index 2aadadc17..ce8e92f21 100644
--- a/src/client/render/interlaced.cpp
+++ b/src/client/render/interlaced.cpp
@@ -36,7 +36,7 @@ void RenderingCoreInterlaced::initMaterial()
mat.UseMipMaps = false;
mat.ZBuffer = false;
mat.ZWriteEnable = false;
- u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC, 0);
+ u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC);
mat.MaterialType = s->getShaderInfo(shader).material;
for (int k = 0; k < 3; ++k) {
mat.TextureLayer[k].AnisotropicFilter = false;