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in before messing with face drawing orientation

This commit is contained in:
Perttu Ahola 2010-12-14 00:21:18 +02:00
parent 3ac2abb0b5
commit 626ed6338a
15 changed files with 133 additions and 277 deletions

View file

@ -253,7 +253,7 @@ TODO: A mapper to map contents to tile names (for each side)
IrrlichtDevice *g_device = NULL;
const char *g_content_filenames[MATERIALS_COUNT] =
/*const char *g_content_filenames[MATERIALS_COUNT] =
{
"../data/stone.png",
"../data/grass.png",
@ -268,7 +268,7 @@ const char *g_content_filenames[MATERIALS_COUNT] =
};
// Material cache
video::SMaterial g_materials[MATERIALS_COUNT];
video::SMaterial g_materials[MATERIALS_COUNT];*/
// Texture cache
TextureCache g_texturecache;
@ -1293,7 +1293,7 @@ int main(int argc, char *argv[])
Initialize material array
*/
//video::SMaterial g_materials[MATERIALS_COUNT];
/*//video::SMaterial g_materials[MATERIALS_COUNT];
for(u16 i=0; i<MATERIALS_COUNT; i++)
{
g_materials[i].Lighting = false;
@ -1318,6 +1318,7 @@ int main(int argc, char *argv[])
g_materials[CONTENT_WATER].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
//g_materials[CONTENT_WATER].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
g_materials[CONTENT_OCEAN].MaterialType = video::EMT_TRANSPARENT_VERTEX_ALPHA;
*/
/*g_mesh_materials[0].setTexture(0, driver->getTexture("../data/water.png"));
g_mesh_materials[1].setTexture(0, driver->getTexture("../data/grass.png"));
@ -1337,6 +1338,23 @@ int main(int argc, char *argv[])
g_texturecache.set("torch", driver->getTexture("../data/torch.png"));
g_texturecache.set("torch_on_floor", driver->getTexture("../data/torch_on_floor.png"));
g_texturecache.set("torch_on_ceiling", driver->getTexture("../data/torch_on_ceiling.png"));
/*
Load tile textures
*/
for(s32 i=0; i<TILES_COUNT; i++)
{
if(g_tile_texture_names[i] == NULL)
continue;
std::string name = g_tile_texture_names[i];
std::string filename;
filename += "../data/";
filename += name;
filename += ".png";
g_texturecache.set(name, driver->getTexture(filename.c_str()));
}
tile_materials_preload(g_texturecache);
/*
Make a scope here for the client so that it gets removed
@ -1359,10 +1377,7 @@ int main(int argc, char *argv[])
Create client
*/
// TODO: Get rid of the g_materials parameter or it's globalness
Client client(device, g_materials,
g_settings.getFloat("client_delete_unused_sectors_timeout"),
playername);
Client client(device, playername);
Address connect_address(0,0,0,0, port);
try{
@ -1396,19 +1411,14 @@ int main(int argc, char *argv[])
/*
Create skybox
*/
scene::ISceneNode* skybox = smgr->addSkyBoxSceneNode(
scene::ISceneNode* skybox;
skybox = smgr->addSkyBoxSceneNode(
driver->getTexture("../data/skybox2.png"),
driver->getTexture("../data/skybox3.png"),
driver->getTexture("../data/skybox1.png"),
driver->getTexture("../data/skybox1.png"),
driver->getTexture("../data/skybox1.png"),
driver->getTexture("../data/skybox1.png"));
/* driver->getTexture("../data/irrlicht2_up.jpg"),
driver->getTexture("../data/irrlicht2_dn.jpg"),
driver->getTexture("../data/irrlicht2_lf.jpg"),
driver->getTexture("../data/irrlicht2_rt.jpg"),
driver->getTexture("../data/irrlicht2_ft.jpg"),
driver->getTexture("../data/irrlicht2_bk.jpg"));*/
/*
Create the camera node