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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

@ -89,13 +89,15 @@ Particle::Particle(
}
// Texture
m_material.setFlag(video::EMF_LIGHTING, false);
m_material.setFlag(video::EMF_BACK_FACE_CULLING, false);
m_material.setFlag(video::EMF_BILINEAR_FILTER, false);
m_material.setFlag(video::EMF_FOG_ENABLE, true);
m_material.Lighting = false;
m_material.BackfaceCulling = false;
m_material.FogEnable = true;
m_material.forEachTexture([] (video::SMaterialLayer &tex) {
tex.BilinearFilter = false;
});
// correctly render layered transparent particles -- see #10398
m_material.setFlag(video::EMF_ZWRITE_ENABLE, true);
m_material.ZWriteEnable = video::EZW_AUTO;
// enable alpha blending and set blend mode
m_material.MaterialType = video::EMT_ONETEXTURE_BLEND;