diff options
Diffstat (limited to 'src/clientmap.cpp')
-rw-r--r-- | src/clientmap.cpp | 11 |
1 files changed, 1 insertions, 10 deletions
diff --git a/src/clientmap.cpp b/src/clientmap.cpp index b865c2780..024f2a266 100644 --- a/src/clientmap.cpp +++ b/src/clientmap.cpp @@ -157,12 +157,9 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver) } m_drawlist.clear(); - m_camera_mutex.lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; - //v3s16 camera_offset = m_camera_offset; - m_camera_mutex.unlock(); // Use a higher fov to accomodate faster camera movements. // Blocks are cropped better when they are drawn. @@ -433,11 +430,9 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass) int crack = m_client->getCrackLevel(); u32 daynight_ratio = m_client->getEnv().getDayNightRatio(); - m_camera_mutex.lock(); v3f camera_position = m_camera_position; v3f camera_direction = m_camera_direction; f32 camera_fov = m_camera_fov; - m_camera_mutex.unlock(); /* Get all blocks and draw all visible ones @@ -799,11 +794,7 @@ void ClientMap::renderPostFx(CameraMode cam_mode) // Sadly ISceneManager has no "post effects" render pass, in that case we // could just register for that and handle it in renderMap(). - m_camera_mutex.lock(); - v3f camera_position = m_camera_position; - m_camera_mutex.unlock(); - - MapNode n = getNodeNoEx(floatToInt(camera_position, BS)); + MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS)); // - If the player is in a solid node, make everything black. // - If the player is in liquid, draw a semi-transparent overlay. |