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Use single box for halo mesh
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parent
c1044b9a4a
commit
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4 changed files with 30 additions and 25 deletions
21
src/hud.cpp
21
src/hud.cpp
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@ -84,6 +84,8 @@ Hud::Hud(video::IVideoDriver *driver, scene::ISceneManager* smgr,
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m_selection_mesh = NULL;
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m_selection_boxes.clear();
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m_halo_boxes.clear();
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m_selection_pos = v3f(0.0, 0.0, 0.0);
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std::string mode = g_settings->get("node_highlighting");
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m_selection_material.Lighting = false;
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@ -574,10 +576,23 @@ void Hud::updateSelectionMesh(const v3s16 &camera_offset)
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0,0,1,1
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};
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m_selection_mesh = convertNodeboxesToMesh(m_selection_boxes, texture_uv);
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// Use single halo box instead of multiple overlapping boxes.
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// Temporary solution - problem can be solved with multiple
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// rendering targets, or some method to remove inner surfaces.
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// Thats because of halo transparency.
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// scale final halo mesh
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scaleMesh(m_selection_mesh, v3f(1.08, 1.08, 1.08));
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aabb3f halo_box(100.0, 100.0, 100.0, -100.0, -100.0, -100.0);
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m_halo_boxes.clear();
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for (std::vector<aabb3f>::iterator
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i = m_selection_boxes.begin();
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i != m_selection_boxes.end(); ++i) {
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halo_box.addInternalBox(*i);
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}
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m_halo_boxes.push_back(halo_box);
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m_selection_mesh = convertNodeboxesToMesh(
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m_halo_boxes, texture_uv, 0.5);
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}
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void Hud::resizeHotbar() {
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