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-rw-r--r--src/mapblock_mesh.cpp32
1 files changed, 6 insertions, 26 deletions
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index 0e4831166..145ab40c2 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -1029,7 +1029,7 @@ static void updateAllFastFaceRows(MeshMakeData *data,
MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_mesh(new scene::SMesh()),
- m_minimap_mapblock(new MinimapMapblock),
+ m_minimap_mapblock(NULL),
m_gamedef(data->m_gamedef),
m_tsrc(m_gamedef->getTextureSource()),
m_shdrsrc(m_gamedef->getShaderSource()),
@@ -1044,29 +1044,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
if (g_settings->getBool("enable_minimap")) {
- v3s16 blockpos_nodes = data->m_blockpos * MAP_BLOCKSIZE;
- for(s16 x = 0; x < MAP_BLOCKSIZE; x++) {
- for(s16 z = 0; z < MAP_BLOCKSIZE; z++) {
- s16 air_count = 0;
- bool surface_found = false;
- MinimapPixel* minimap_pixel = &m_minimap_mapblock->data[x + z * MAP_BLOCKSIZE];
- for(s16 y = MAP_BLOCKSIZE -1; y > -1; y--) {
- v3s16 p(x, y, z);
- MapNode n = data->m_vmanip.getNodeNoEx(blockpos_nodes + p);
- if (!surface_found && n.getContent() != CONTENT_AIR) {
- minimap_pixel->height = y;
- minimap_pixel->id = n.getContent();
- surface_found = true;
- } else if (n.getContent() == CONTENT_AIR) {
- air_count++;
- }
- }
- if (!surface_found) {
- minimap_pixel->id = CONTENT_AIR;
- }
- minimap_pixel->air_count = air_count;
- }
- }
+ m_minimap_mapblock = new MinimapMapblock;
+ m_minimap_mapblock->getMinimapNodes(
+ &data->m_vmanip, data->m_blockpos * MAP_BLOCKSIZE);
}
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)
@@ -1183,7 +1163,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
}
if(m_enable_highlighting && p.tile.material_flags & MATERIAL_FLAG_HIGHLIGHTED)
- m_highlighted_materials.push_back(i);
+ m_highlighted_materials.push_back(i);
for(u32 j = 0; j < p.vertices.size(); j++)
{
@@ -1400,7 +1380,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
// Node highlighting
if (m_enable_highlighting) {
u8 day = m_highlight_mesh_color.getRed();
- u8 night = m_highlight_mesh_color.getGreen();
+ u8 night = m_highlight_mesh_color.getGreen();
video::SColor hc;
finalColorBlend(hc, day, night, daynight_ratio);
float sin_r = 0.07 * sin(1.5 * time);