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Use single box for halo mesh

This commit is contained in:
RealBadAngel 2016-02-11 04:57:01 +01:00 committed by Kahrl
parent c1044b9a4a
commit 9357294cfc
4 changed files with 30 additions and 25 deletions

View file

@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
m_selection_mesh = NULL;
m_selection_boxes.clear();
m_halo_boxes.clear();
m_selection_pos = v3f(0.0, 0.0, 0.0);
std::string mode = g_settings->get("node_highlighting");
m_selection_material.Lighting = false;
@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
0,0,1,1
};
m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
// Use single halo box instead of multiple overlapping boxes.
// Temporary solution - problem can be solved with multiple
// rendering targets, or some method to remove inner surfaces.
// Thats because of halo transparency.
// scale final halo mesh
scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
m_halo_boxes.clear();
for (std::vector<aabb3f>::iterator
i = m_selection_boxes.begin();
i != m_selection_boxes.end(); ++i) {
halo_box.addInternalBox(*i);
}
m_halo_boxes.push_back(halo_box);
m_selection_mesh = convertNodeboxesToMesh(
m_halo_boxes, texture_uv, 0.5);
}
void Hud::resizeHotbar() {