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Add wielded (and CAOs) shader

This commit is contained in:
RealBadAngel 2015-07-21 23:56:41 +02:00
parent 5b0c719171
commit 60350699c7
11 changed files with 224 additions and 40 deletions

View file

@ -113,7 +113,8 @@ public:
const TextureFromMeshParams &params)=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
};
class IWritableTextureSource : public ITextureSource
@ -136,7 +137,8 @@ public:
virtual void rebuildImagesAndTextures()=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
bool tileable_vertical, bool tileable_horizontal)=0;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);