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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.
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22 changed files with 696 additions and 632 deletions
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@ -195,6 +195,11 @@ u16 getInteriorLight(MapNode n, s32 increment, INodeDefManager *ndef);
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u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
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u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
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// Converts from day + night color values (0..255)
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// and a given daynight_ratio to the final SColor shown on screen.
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void finalColorBlend(video::SColor& result,
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u8 day, u8 night, u32 daynight_ratio);
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// Retrieves the TileSpec of a face of a node
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// Adds MATERIAL_FLAG_CRACK if the node is cracked
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TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);
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