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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
11
src/mesh.h
11
src/mesh.h
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@ -22,7 +22,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "irrlichttypes_extrabloated.h"
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#include "nodedef.h"
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#include <string>
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/*
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Create a new cube mesh.
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@ -33,16 +32,6 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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scene::IAnimatedMesh* createCubeMesh(v3f scale);
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/*
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Create a new extruded mesh from a texture.
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Maximum bounding box is (+-scale.X/2, +-scale.Y/2, +-scale.Z).
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Thickness is in Z direction.
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The resulting mesh has 1 material which must be defined by the caller.
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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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Multiplies each vertex coordinate by the specified scaling factors
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(componentwise vector multiplication).
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