mirror of
https://github.com/luanti-org/luanti.git
synced 2025-06-27 16:36:03 +00:00
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:
parent
cc8d7b8640
commit
9b551d5cbc
22 changed files with 696 additions and 632 deletions
|
@ -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;}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue