1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-07-02 16:38:41 +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:
Kahrl 2014-11-02 03:47:43 +01:00
parent cc8d7b8640
commit 9b551d5cbc
22 changed files with 696 additions and 632 deletions

View file

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