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Refactor the way you set material properties

Instead of using SMaterial::setFlag, you now set them directly on SMaterial or SMaterialLayer.
This commit is contained in:
Gregor Parzefall 2023-06-23 11:33:23 +02:00 committed by sfan5
parent 128d22e6ee
commit 307e380f30
15 changed files with 202 additions and 171 deletions

View file

@ -763,11 +763,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Create material
video::SMaterial material;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_FOG_ENABLE, true);
material.Lighting = false;
material.BackfaceCulling = true;
material.FogEnable = true;
material.setTexture(0, p.layer.texture);
material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
if (m_enable_shaders) {
material.MaterialType = m_shdrsrc->getShaderInfo(