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path: root/src/clouds.h
Commit message (Collapse)AuthorAge
* Fix #1358 (disappearing clouds)Novatux2014-06-09
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* Fix all warnings reported by clangSfan52014-04-15
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* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Add cloud menu background by Krisi, configurable with the menu_clouds option.ShadowNinja2013-03-13
| | | | | Also add a menuheader, menusplash, menufooter_clouds, and allow HD menu footers. And finally don't git-ignore textures/base/.
* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Optimize headersPerttu Ahola2012-06-17
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-05
| | | | GPLv2/later, by agreement of major contributors
* Dynamic sky, fog and cloud colors; sun and moonPerttu Ahola2012-03-18
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* random comment updatesPerttu Ahola2011-04-30
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* added cloudsPerttu Ahola2011-04-29
com"> * normal vector. */ void applyFacesShading(video::SColor &color, const v3f &normal); /* Create a new cube mesh. Vertices are at (+-scale.X/2, +-scale.Y/2, +-scale.Z/2). The resulting mesh has 6 materials (up, down, right, left, back, front) which must be defined by the caller. */ scene::IAnimatedMesh* createCubeMesh(v3f scale); /* Multiplies each vertex coordinate by the specified scaling factors (componentwise vector multiplication). */ void scaleMesh(scene::IMesh *mesh, v3f scale); /* Translate each vertex coordinate by the specified vector. */ void translateMesh(scene::IMesh *mesh, v3f vec); /*! * Sets a constant color for all vertices in the mesh buffer. */ void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color); /* Set a constant color for all vertices in the mesh */ void setMeshColor(scene::IMesh *mesh, const video::SColor &color); /* Set a constant color for an animated mesh */ void setAnimatedMeshColor(scene::IAnimatedMeshSceneNode *node, const video::SColor &color); /*! * Overwrites the color of a mesh buffer. * The color is darkened based on the normal vector of the vertices. */ void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor); /* Set the color of all vertices in the mesh. For each vertex, determine the largest absolute entry in the normal vector, and choose one of colorX, colorY or colorZ accordingly. */ void setMeshColorByNormalXYZ(scene::IMesh *mesh, const video::SColor &colorX, const video::SColor &colorY, const video::SColor &colorZ); void setMeshColorByNormal(scene::IMesh *mesh, const v3f &normal, const video::SColor &color); /* Rotate the mesh by 6d facedir value. Method only for meshnodes, not suitable for entities. */ void rotateMeshBy6dFacedir(scene::IMesh *mesh, int facedir); /* Rotate the mesh around the axis and given angle in degrees. */ void rotateMeshXYby (scene::IMesh *mesh, f64 degrees); void rotateMeshXZby (scene::IMesh *mesh, f64 degrees); void rotateMeshYZby (scene::IMesh *mesh, f64 degrees); /* * Clone the mesh buffer. * The returned pointer should be dropped. */ scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer); /* Clone the mesh. */ scene::SMesh* cloneMesh(scene::IMesh *src_mesh); /* Convert nodeboxes to mesh. Each tile goes into a different buffer. boxes - set of nodeboxes to be converted into cuboids uv_coords[24] - table of texture uv coords for each cuboid face expand - factor by which cuboids will be resized */ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes, const f32 *uv_coords = NULL, float expand = 0); /* Update bounding box for a mesh. */ void recalculateBoundingBox(scene::IMesh *src_mesh); /* Vertex cache optimization according to the Forsyth paper: http://home.comcast.net/~tom_forsyth/papers/fast_vert_cache_opt.html Ported from irrlicht 1.8 */ scene::IMesh* createForsythOptimizedMesh(const scene::IMesh *mesh);