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Fixes and improvements
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parent
7473e4cafd
commit
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11 changed files with 38 additions and 38 deletions
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@ -254,7 +254,7 @@ void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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// Set material
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buf->getMaterial().Lighting = false;
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buf->getMaterial().BackfaceCulling = false;
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().TextureLayers[0].Texture = tsrc->getTextureForMesh("rat.png");
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buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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buf->getMaterial().TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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buf->getMaterial().FogEnable = true;
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@ -652,7 +652,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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mat.GouraudShading = false;
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mat.NormalizeNormals = true;
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}
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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mat.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -668,7 +668,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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video::ITexture *tex = tsrc->getTextureForMesh("no_texture.png");
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m_spritenode->forEachMaterial([tex] (video::SMaterial &mat) {
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m_spritenode->forEachMaterial([tex] (auto &mat) {
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mat.setTexture(0, tex);
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});
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@ -755,7 +755,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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setSceneNodeMaterials(m_meshnode);
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m_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
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m_meshnode->forEachMaterial([this] (auto &mat) {
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mat.BackfaceCulling = m_prop.backface_culling;
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});
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} else if (m_prop.visual == "mesh") {
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@ -782,7 +782,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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setSceneNodeMaterials(m_animated_meshnode);
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m_animated_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
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m_animated_meshnode->forEachMaterial([this] (auto &mat) {
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mat.BackfaceCulling = m_prop.backface_culling;
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});
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} else
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@ -1354,7 +1354,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[0];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1390,7 +1390,7 @@ void GenericCAO::updateTextures(std::string mod)
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use_trilinear_filter &= res > 64;
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use_bilinear_filter &= res > 64;
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1437,7 +1437,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[i];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1462,7 +1462,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[0];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1491,7 +1491,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[0];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1977,7 +1977,7 @@ void GenericCAO::updateMeshCulling()
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if (m_prop.visual == "upright_sprite") {
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// upright sprite has no backface culling
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node->forEachMaterial([=] (video::SMaterial &mat) {
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node->forEachMaterial([=] (auto &mat) {
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mat.FrontfaceCulling = hidden;
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});
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return;
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@ -1987,13 +1987,13 @@ void GenericCAO::updateMeshCulling()
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// Hide the mesh by culling both front and
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// back faces. Serious hackyness but it works for our
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// purposes. This also preserves the skeletal armature.
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node->forEachMaterial([] (video::SMaterial &mat) {
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node->forEachMaterial([] (auto &mat) {
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mat.BackfaceCulling = true;
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mat.FrontfaceCulling = true;
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});
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} else {
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// Restore mesh visibility.
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node->forEachMaterial([this] (video::SMaterial &mat) {
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node->forEachMaterial([this] (auto &mat) {
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mat.BackfaceCulling = m_prop.backface_culling;
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mat.FrontfaceCulling = false;
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});
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