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Remove workaround in itemdef.cpp to enable/disable/enable "enable_shaders" setting

* Increase performance (client)
* Avoid changing a global value to solve a local problem
This commit is contained in:
Craig Robbins 2015-02-11 17:45:49 +10:00
parent 98b37e3e0d
commit c8f60bd224
6 changed files with 14 additions and 17 deletions

View file

@ -42,7 +42,7 @@ static void applyFacesShading(video::SColor& color, float factor)
MeshMakeData
*/
MeshMakeData::MeshMakeData(IGameDef *gamedef):
MeshMakeData::MeshMakeData(IGameDef *gamedef, bool use_shaders):
m_vmanip(),
m_blockpos(-1337,-1337,-1337),
m_crack_pos_relative(-1337, -1337, -1337),
@ -50,7 +50,8 @@ MeshMakeData::MeshMakeData(IGameDef *gamedef):
m_smooth_lighting(false),
m_show_hud(false),
m_highlight_mesh_color(255, 255, 255, 255),
m_gamedef(gamedef)
m_gamedef(gamedef),
m_use_shaders(use_shaders)
{}
void MeshMakeData::fill(MapBlock *block)
@ -1028,7 +1029,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
m_last_daynight_ratio((u32) -1),
m_daynight_diffs()
{
m_enable_shaders = g_settings->getBool("enable_shaders");
m_enable_shaders = data->m_use_shaders;
m_enable_highlighting = g_settings->getBool("enable_node_highlighting");
// 4-21ms for MAP_BLOCKSIZE=16 (NOTE: probably outdated)