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Fix wielditem entity drawtype brightness control

This commit is contained in:
Perttu Ahola 2012-09-09 13:26:52 +03:00
parent ac628c9b0a
commit c4f400acd0
2 changed files with 22 additions and 11 deletions

View file

@ -40,6 +40,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/serialize.h"
#include "util/mathconstants.h"
#include "map.h"
#include <IMeshManipulator.h>
class Settings;
struct ToolCapabilities;
@ -797,8 +798,15 @@ public:
infostream<<"textures[0]: "<<m_prop.textures[0]<<std::endl;
IItemDefManager *idef = m_gamedef->idef();
ItemStack item(m_prop.textures[0], 1, 0, "", idef);
scene::IMesh *mesh = item.getDefinition(idef).wield_mesh;
scene::IMesh *item_mesh = item.getDefinition(idef).wield_mesh;
// Copy mesh to be able to set unique vertex colors
scene::IMeshManipulator *manip =
irr->getVideoDriver()->getMeshManipulator();
scene::IMesh *mesh = manip->createMeshUniquePrimitives(item_mesh);
m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
mesh->drop();
m_meshnode->setScale(v3f(m_prop.visual_size.X/2,
m_prop.visual_size.Y/2,
@ -838,15 +846,17 @@ public:
{
bool is_visible = (m_hp != 0);
u8 li = decode_light(light_at_pos);
m_last_light = li;
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshColor(m_meshnode->getMesh(), color);
m_meshnode->setVisible(is_visible);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(is_visible);
if(li != m_last_light){
m_last_light = li;
video::SColor color(255,li,li,li);
if(m_meshnode){
setMeshColor(m_meshnode->getMesh(), color);
m_meshnode->setVisible(is_visible);
}
if(m_spritenode){
m_spritenode->setColor(color);
m_spritenode->setVisible(is_visible);
}
}
}