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Initial refactoring on shader usage and generation

`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
This commit is contained in:
sfan5 2024-12-13 16:11:21 +01:00
parent eb8beb335e
commit a6293b9861
14 changed files with 81 additions and 53 deletions

View file

@ -222,6 +222,7 @@ enum NodeDrawType : u8
NDT_MESH,
// Combined plantlike-on-solid
NDT_PLANTLIKE_ROOTED,
// Dummy for validity check
NodeDrawType_END
};