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Commit message (Expand)AuthorAge
* Port createForsythOptimizedMesh from Irrlicht 1.8RealBadAngel2014-11-23
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Add meshnode drawtype.RealBadAngel2014-10-18
* Fix invalid usage of texture->getSize() where actually texture->getOriginalSi...sapier2013-11-03
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Fix possible NULL dereference in createExtrudedMeshKahrl2013-07-06
* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-03
* Fix double free in createExtrudedMesh, reported by ptitSebKahrl2013-05-12
* fix various memory leakssapier2013-04-09
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* fix screen flickering black when rendering to textureJürgen Doser2012-12-06
* Revert "Don't leak textures all over the place"Perttu Ahola2012-11-25
* Don't leak textures all over the placeKahrl2012-11-02
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* mesh: warn only once about render-to-target not being supportedJonathan Neuschäfer2012-02-24
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
* inventorycube: use all three specified textures; also moved mesh creation / m...Kahrl2011-12-03
xt keymap_quicktune_dec keymap_quicktune_inc Once you have modified the values at runtime and then quit, the game will print out all the modified values at the end: Modified quicktune values: wield_position.X = 60 wield_position.Y = -30 wield_position.Z = 65 The QUICKTUNE macros shouldn't generally be left in committed code. */ #ifndef QUICKTUNE_HEADER #define QUICKTUNE_HEADER #include <string> #include <map> #include <vector> enum QuicktuneValueType{ QVT_NONE, QVT_FLOAT }; struct QuicktuneValue { QuicktuneValueType type; union{ struct{ float current; float min; float max; } value_QVT_FLOAT; }; bool modified; QuicktuneValue(): type(QVT_NONE), modified(false) {} std::string getString(); void relativeAdd(float amount); }; std::vector<std::string> getQuicktuneNames(); QuicktuneValue getQuicktuneValue(const std::string &name); void setQuicktuneValue(const std::string &name, const QuicktuneValue &val); void updateQuicktuneValue(const std::string &name, QuicktuneValue &val); #ifndef NDEBUG #define QUICKTUNE(type_, var, min_, max_, name){\ QuicktuneValue qv;\ qv.type = type_;\ qv.value_##type_.current = var;\ qv.value_##type_.min = min_;\ qv.value_##type_.max = max_;\ updateQuicktuneValue(name, qv);\ var = qv.value_##type_.current;\ } #else // NDEBUG #define QUICKTUNE(type, var, min_, max_, name){} #endif #define QUICKTUNE_AUTONAME(type_, var, min_, max_)\ QUICKTUNE(type_, var, min_, max_, #var) #endif