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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.
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22 changed files with 696 additions and 632 deletions
214
src/mesh.cpp
214
src/mesh.cpp
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@ -91,218 +91,6 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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return anim_mesh;
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}
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static scene::IAnimatedMesh* extrudeARGB(u32 twidth, u32 theight, u8 *data)
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{
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const s32 argb_wstep = 4 * twidth;
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const s32 alpha_threshold = 1;
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::SColor c(255,255,255,255);
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// Front and back
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{
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(-0.5,-0.5,-0.5, 0,0,-1, c, 0,1),
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video::S3DVertex(-0.5,+0.5,-0.5, 0,0,-1, c, 0,0),
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video::S3DVertex(+0.5,+0.5,-0.5, 0,0,-1, c, 1,0),
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video::S3DVertex(+0.5,-0.5,-0.5, 0,0,-1, c, 1,1),
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video::S3DVertex(+0.5,-0.5,+0.5, 0,0,+1, c, 1,1),
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video::S3DVertex(+0.5,+0.5,+0.5, 0,0,+1, c, 1,0),
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video::S3DVertex(-0.5,+0.5,+0.5, 0,0,+1, c, 0,0),
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video::S3DVertex(-0.5,-0.5,+0.5, 0,0,+1, c, 0,1),
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};
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u16 indices[12] = {0,1,2,2,3,0,4,5,6,6,7,4};
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buf->append(vertices, 8, indices, 12);
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}
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// "Interior"
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// (add faces where a solid pixel is next to a transparent one)
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u8 *solidity = new u8[(twidth+2) * (theight+2)];
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u32 wstep = twidth + 2;
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for (u32 y = 0; y < theight + 2; ++y)
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{
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u8 *scanline = solidity + y * wstep;
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if (y == 0 || y == theight + 1)
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{
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for (u32 x = 0; x < twidth + 2; ++x)
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scanline[x] = 0;
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}
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else
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{
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scanline[0] = 0;
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u8 *argb_scanline = data + (y - 1) * argb_wstep;
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for (u32 x = 0; x < twidth; ++x)
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scanline[x+1] = (argb_scanline[x*4+3] >= alpha_threshold);
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scanline[twidth + 1] = 0;
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}
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}
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// without this, there would be occasional "holes" in the mesh
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f32 eps = 0.01;
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for (u32 y = 0; y <= theight; ++y)
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{
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u8 *scanline = solidity + y * wstep + 1;
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for (u32 x = 0; x <= twidth; ++x)
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{
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if (scanline[x] && !scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (scanline[xx] && !scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) twidth - 0.5;
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f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
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f32 vy = 0.5 - (y - eps) / (f32) theight;
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f32 tx1 = x / (f32) twidth;
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f32 tx2 = xx / (f32) twidth;
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f32 ty = (y - 0.5) / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,-1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,-1,0, c, tx2,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,-1,0, c, tx1,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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if (!scanline[x] && scanline[x + wstep])
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{
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u32 xx = x + 1;
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while (!scanline[xx] && scanline[xx + wstep])
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++xx;
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f32 vx1 = (x - eps) / (f32) twidth - 0.5;
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f32 vx2 = (xx + eps) / (f32) twidth - 0.5;
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f32 vy = 0.5 - (y + eps) / (f32) theight;
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f32 tx1 = x / (f32) twidth;
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f32 tx2 = xx / (f32) twidth;
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f32 ty = (y + 0.5) / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx1,vy,-0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx1,vy,+0.5, 0,1,0, c, tx1,ty),
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video::S3DVertex(vx2,vy,+0.5, 0,1,0, c, tx2,ty),
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video::S3DVertex(vx2,vy,-0.5, 0,1,0, c, tx2,ty),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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x = xx - 1;
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}
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}
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}
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for (u32 x = 0; x <= twidth; ++x)
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{
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u8 *scancol = solidity + x + wstep;
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for (u32 y = 0; y <= theight; ++y)
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{
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if (scancol[y * wstep] && !scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (scancol[yy * wstep] && !scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x - eps) / (f32) twidth - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) theight;
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f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
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f32 tx = (x - 0.5) / (f32) twidth;
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f32 ty1 = y / (f32) theight;
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f32 ty2 = yy / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy1,+0.5, 1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,+0.5, 1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,-0.5, 1,0,0, c, tx,ty2),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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if (!scancol[y * wstep] && scancol[y * wstep + 1])
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{
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u32 yy = y + 1;
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while (!scancol[yy * wstep] && scancol[yy * wstep + 1])
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++yy;
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f32 vx = (x + eps) / (f32) twidth - 0.5;
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f32 vy1 = 0.5 - (y - eps) / (f32) theight;
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f32 vy2 = 0.5 - (yy + eps) / (f32) theight;
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f32 tx = (x + 0.5) / (f32) twidth;
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f32 ty1 = y / (f32) theight;
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f32 ty2 = yy / (f32) theight;
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video::S3DVertex vertices[8] =
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{
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video::S3DVertex(vx,vy1,-0.5, -1,0,0, c, tx,ty1),
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video::S3DVertex(vx,vy2,-0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy2,+0.5, -1,0,0, c, tx,ty2),
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video::S3DVertex(vx,vy1,+0.5, -1,0,0, c, tx,ty1),
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};
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u16 indices[6] = {0,1,2,2,3,0};
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buf->append(vertices, 4, indices, 6);
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y = yy - 1;
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}
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}
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}
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delete[] solidity;
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// Add to mesh
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scene::SMesh *mesh = new scene::SMesh();
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mesh->addMeshBuffer(buf);
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buf->drop();
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scene::SAnimatedMesh *anim_mesh = new scene::SAnimatedMesh(mesh);
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mesh->drop();
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return anim_mesh;
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}
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scene::IAnimatedMesh* createExtrudedMesh(video::ITexture *texture,
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video::IVideoDriver *driver, v3f scale)
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{
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scene::IAnimatedMesh *mesh = NULL;
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core::dimension2d<u32> size = texture->getOriginalSize();
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video::ECOLOR_FORMAT format = texture->getColorFormat();
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if (format == video::ECF_A8R8G8B8)
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{
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// Texture is in the correct color format, we can pass it
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// to extrudeARGB right away.
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void *data = texture->lock(MY_ETLM_READ_ONLY);
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if (data == NULL)
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return NULL;
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mesh = extrudeARGB(size.Width, size.Height, (u8*) data);
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texture->unlock();
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}
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else
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{
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video::IImage *img1 = driver->createImageFromData(format, size, texture->lock(MY_ETLM_READ_ONLY));
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if (img1 == NULL)
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return NULL;
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// img1 is in the texture's color format, convert to 8-bit ARGB
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video::IImage *img2 = driver->createImage(video::ECF_A8R8G8B8, size);
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if (img2 == NULL)
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{
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img1->drop();
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return NULL;
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}
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img1->copyTo(img2);
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img1->drop();
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mesh = extrudeARGB(size.Width, size.Height, (u8*) img2->lock());
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img2->unlock();
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img2->drop();
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}
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// Set default material
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mesh->getMeshBuffer(0)->getMaterial().setTexture(0, texture);
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mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_LIGHTING, false);
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mesh->getMeshBuffer(0)->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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mesh->getMeshBuffer(0)->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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scaleMesh(mesh, scale); // also recalculates bounding box
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return mesh;
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}
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void scaleMesh(scene::IMesh *mesh, v3f scale)
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{
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if(mesh == NULL)
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@ -523,6 +311,8 @@ scene::IMesh* convertNodeboxNodeToMesh(ContentFeatures *f)
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for (u16 j = 0; j < 6; j++)
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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dst_mesh->addMeshBuffer(buf);
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buf->drop();
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}
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