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Implement WieldMeshSceneNode which improves wield mesh rendering

- Don't create and cache an extruded mesh for every (non-node) item.
  Instead use a single one per image resolution.

- For cubic nodes reuse a single wield mesh too

- Improve lighting of the wielded item

- Increase far value of wield mesh scene camera, fixes #1770

- Also includes some minor refactorings of Camera and GenericCAO.
This commit is contained in:
Kahrl 2014-11-02 03:47:43 +01:00
parent cc8d7b8640
commit 9b551d5cbc
22 changed files with 696 additions and 632 deletions

View file

@ -41,6 +41,7 @@ class ITextureSource;
class IGameDef;
class LocalPlayer;
struct ItemStack;
class WieldMeshSceneNode;
class ClientActiveObject : public ActiveObject
{
@ -58,8 +59,10 @@ public:
virtual bool getCollisionBox(aabb3f *toset){return false;}
virtual bool collideWithObjects(){return false;}
virtual v3f getPosition(){return v3f(0,0,0);}
virtual scene::ISceneNode *getSceneNode(){return NULL;}
virtual scene::IMeshSceneNode *getMeshSceneNode(){return NULL;}
virtual scene::IAnimatedMeshSceneNode *getAnimatedMeshSceneNode(){return NULL;}
virtual WieldMeshSceneNode *getWieldMeshSceneNode(){return NULL;}
virtual scene::IBillboardSceneNode *getSpriteSceneNode(){return NULL;}
virtual bool isPlayer() const {return false;}
virtual bool isLocalPlayer() const {return false;}