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-rw-r--r--src/clientmap.cpp11
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.