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Rename SMaterial::TextureLayer -> SMaterial::TextureLayers

It's not the "texture layer" of the material, but an array of texture layers.
This commit is contained in:
Gregor Parzefall 2023-06-24 15:18:10 +02:00 committed by sfan5
parent 05ebe2418b
commit 6bf63d4b41
9 changed files with 38 additions and 38 deletions

View file

@ -48,7 +48,7 @@ void MeshBufListList::add(scene::IMeshBuffer *buf, v3s16 position, u8 layer)
for (MeshBufList &l : list) {
// comparing a full material is quite expensive so we don't do it if
// not even first texture is equal
if (l.m.TextureLayer[0].Texture != m.TextureLayer[0].Texture)
if (l.m.TextureLayers[0].Texture != m.TextureLayers[0].Texture)
continue;
if (l.m == m) {
@ -851,7 +851,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
// pass the shadow map texture to the buffer texture
ShadowRenderer *shadow = m_rendering_engine->get_shadow_renderer();
if (shadow && shadow->is_active()) {
auto &layer = material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW];
auto &layer = material.TextureLayers[ShadowRenderer::TEXTURE_LAYER_SHADOW];
layer.Texture = shadow->get_texture();
layer.TextureWrapU = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
layer.TextureWrapV = video::E_TEXTURE_CLAMP::ETC_CLAMP_TO_EDGE;
@ -864,7 +864,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
}
driver->setMaterial(material);
++material_swaps;
material.TextureLayer[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
material.TextureLayers[ShadowRenderer::TEXTURE_LAYER_SHADOW].Texture = nullptr;
}
v3f block_wpos = intToFloat(mesh_grid.getMeshPos(descriptor.m_pos) * MAP_BLOCKSIZE, BS);