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path: root/src/mapblock_mesh.h
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* Update mesh collector and move it to a separate file (#6904)Vitaliy2018-03-22
| | | | | | * Update MeshCollector * Simplify MeshCollector
* Node definition manager refactor (#7016)Dániel Juhász2018-02-10
| | | | | | | | | * Rename IWritableNodeDefManager to NodeDefManager * Make INodeDefManager functions const * Use "const *NodeDefManager" instead of "*INodeDefManager" * Remove unused INodeDefManager class * Merge NodeDefManager and CNodeDefManager * Document NodeDefManager
* Fix item and wield meshes (#6596)Vitaliy2017-11-14
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* Real global textures (#6105)Vitaliy2017-10-15
| | | | | | | | * Real global textures * Add world-aligned textures * Update minimal to support world-aligned tiles * Update minimal
* Smooth lighting: Fix light leaking through edge-connected cornersDTA72017-10-10
| | | | | | | | | | | | | For solid nodes, the lighting at a corner becomes face-dependent, which means that only the four nodes in face-direction contribute to the lighting (getSmoothLightSolid). For special nodes, which use the lighting values at the eight corners of a node, the lighting is not face-dependent, but certain nodes of the eight surrounding nodes of a corner (here indices 4, 5, 6 and 7) can be obstructed. Ambient occlusion now also occurs for solid nodes, if two, three or four of the four nodes in face-direction are solid.
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
| | | | * Migrate cpp headers to pragma once
* Isolate irrlicht references and use a singleton (#6041)Loïc Blot2017-06-26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Add Device3D class which will contain IrrlichtDevice interface move getSupportedVideoDrivers to Device3D Add Device3D singleton & use it in various places Rename Device3D to Rendering engine & add helper functions to various device pointers More singleton work RenderingEngine owns draw_load_screen move draw functions to RenderingEngine Reduce IrrlichtDevice exposure and guienvironment RenderingEngine: Expose get_timer_time() to remove device from guiEngine Make irrlichtdevice & scene manager less exposed * Code style fixes * Move porting::getVideoDriverName, getVideoDriverFriendlyName, getDisplayDensity, getDisplaySize to RenderingEngine Fix XORG_USED macro -> RenderingEngine + create_engine_device from RenderingEngine constructor directly * enum paralax => enum parallax
* Cpp11 initializers 2 (#5999)Loïc Blot2017-06-17
| | | | | | | | | | * C++11 patchset 10: continue cleanup on constructors * Drop obsolete bool MainMenuData::enable_public (setting is called with cURL in server loop) * More classes cleanup * More classes cleanup + change NULL tests to boolean tests
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
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* Optimize updateFastFaceRow processing by removing some TileSpec copy (#5678)Loïc Blot2017-04-29
| | | | | | | | | | | | | | | * Optimize updateFastFaceRow processing by removing some TileSpec copy It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5% getTileInfo also reduced from 27% to 23% * makeFastFace should use a const ref too this trigger a const pointer need in the underlying function Also fix some code style and prevent calculating 4 times the same position at a point * Reduce a comparison cost for lights in updateFastFaceRow
* Soft node overlay (#5186)Dániel Juhász2017-04-21
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* MeshUpdateQueue: Add a MapBlock cache that minimizes the amount of MapBlock ↵Perttu Ahola2017-04-17
| | | | | | | | | | | | | | | | | | | | | copying done in the main thread Cache size is configurable by the meshgen_block_cache_size (default 20 MB). New profiler stats: - MeshUpdateQueue MapBlock cache hit % - MeshUpdateQueue MapBlock cache size kB Removes one type of stutter that was seen on the client when received MapBlocks were being handled. (the "MeshMakeData::fill" stutter) Kind of related to at least #5239 Originally preceded by these commits, now includes them: - Move the mesh generator thread into src/mesh_generator_thread.{cpp,h} - mesh_generator_thread.cpp: Update code style - MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits. - MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
* Add hardware node coloring. Includes:Dániel Juhász2017-01-23
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Environment & IGameDef code refactoring (#4985)Ner'zhul2017-01-09
| | | | | | | | | | | | | | | | | | | | | * Environment code refactoring * Cleanup includes & class declarations in client & server environment to improve build speed * ServerEnvironment::m_gamedef is now a pointer to Server instead of IGameDef, permitting to cleanup many casts. * Cleanup IGameDef * Move ITextureSource* IGameDef::getTextureSource() to Client only. * Also move ITextureSource *IGameDef::tsrc() helper * drop getShaderSource, getSceneManager, getSoundManager & getCamera abstract call * drop unused emerge() call * cleanup server unused functions (mentionned before) * Drop one unused parameter from ContentFeatures::updateTextures * move checkLocalPrivilege to Client * Remove some unnecessary casts * create_formspec_menu: remove IWritableTextureSource pointer, as client already knows it * Fix some comments * Change required IGameDef to Server/Client pointers * Previous change that game.cpp sometimes calls functions with Client + InventoryManager + IGameDef in same functions but it's the same objects * Remove duplicate Client pointer in GUIFormSpecMenu::GUIFormSpecMenu * drop ClientMap::sectorWasDrawn which is unused
* use unordered containers where possible (patch 4 on X)Loic Blot2016-10-06
| | | | Also remove some unused parameters/functions
* Mapblock mesh: Allow to use VBORealBadAngel2016-02-26
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* Use vertices with tangents only when its needed.RealBadAngel2016-02-15
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
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* Use tangent space meshes only when shaders are enabledRealBadAngel2016-02-07
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* Fixed minimap memory leakBřetislav Štec2015-07-27
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* Add minimap featureRealBadAngel2015-06-27
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* Improved parallax mapping. Generate heightmaps on the fly.RealBadAngel2015-06-14
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* Replace std::list to std::vector into tile.cpp (m_texture_trash) and move ↵Loic Blot2015-03-05
| | | | tile.hpp to src/client/
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Revert "Remove workaround in itemdef.cpp to enable/disable/enable ↵Craig Robbins2015-02-11
| | | | | | "enable_shaders" setting" This reverts commit d25ff8fd2592f457b91e8a61240694af3902d23f.
* Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" ↵Craig Robbins2015-02-11
| | | | | | | setting * Increase performance (client) * Avoid changing a global value to solve a local problem
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Add meshnode drawtype.RealBadAngel2014-10-18
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* Node highlighting.RealBadAngel2014-09-17
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* Pass pointer to nodedef directly to avoid recalculation in quite often ↵sapier2014-04-06
| | | | called function
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
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* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
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* Update Copyright YearsSfan52013-02-24
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* Change Minetest-c55 to MinetestPilzAdam2013-02-24
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* Handle day-night transition in shader and make light sources brighter when ↵Perttu Ahola2012-12-02
| | | | shaders are used
* Optimize headersPerttu Ahola2012-06-17
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* Node texture animationPerttu Ahola2012-06-16
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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
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric ↵Kahrl2012-03-15
| | | | light, removed footprints
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-12
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* GameDef compilesPerttu Ahola2011-11-29
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* Create framework for getting rid of global definitions of ↵Perttu Ahola2011-11-29
| | | | node/tool/item/whatever types
* Made dark places tint slightly in bluePerttu Ahola2011-07-23
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* Moved stuff from mapblock{h,cpp} to mapblock_mesh.{h,cpp} and ↵Perttu Ahola2011-06-17
content_mapblock.{h,cpp}