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old water removed, some fixes here and there

This commit is contained in:
Perttu Ahola 2011-01-17 14:57:37 +02:00
parent bd26be262d
commit 0fa0e0752a
19 changed files with 276 additions and 277 deletions

View file

@ -570,8 +570,9 @@ void MapBlock::updateMesh(u32 daynight_ratio)
}
#endif
// 4-21ms
//TimeTaker timer1("updateMesh()", g_device);
// 4-21ms for MAP_BLOCKSIZE=16
// 24-155ms for MAP_BLOCKSIZE=32
//TimeTaker timer1("updateMesh()");
core::array<FastFace> fastfaces_new;
@ -691,7 +692,7 @@ void MapBlock::updateMesh(u32 daynight_ratio)
// This will lead to infinite memory usage because or irrlicht.
//mesh_new->setHardwareMappingHint(scene::EHM_STATIC);
/*std::cout<<"MapBlock has "<<fastfaces_new->getSize()<<" faces "
/*std::cout<<"MapBlock has "<<fastfaces_new.size()<<" faces "
<<"and uses "<<mesh_new->getMeshBufferCount()
<<" materials (meshbuffers)"<<std::endl;*/
}
@ -906,12 +907,12 @@ bool MapBlock::propagateSunlight(core::map<v3s16, bool> & light_sources,
else
{
MapNode n = getNode(v3s16(x, MAP_BLOCKSIZE-1, z));
if(n.d == CONTENT_WATER || n.d == CONTENT_OCEAN)
if(n.d == CONTENT_WATER || n.d == CONTENT_WATERSOURCE)
{
no_sunlight = true;
}
}
// NOTE: As of now, it just would make everything dark.
// NOTE: As of now, this just would make everything dark.
// No sunlight here
//no_sunlight = true;
}