mirror of
https://github.com/luanti-org/luanti.git
synced 2025-08-06 17:41:04 +00:00
Remove the unnecessary MeshCollector::append overload
This commit is contained in:
parent
436b391a80
commit
cbc074feb5
3 changed files with 13 additions and 56 deletions
|
@ -1685,22 +1685,27 @@ void MapblockMeshGenerator::drawMeshNode()
|
|||
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
|
||||
u32 vertex_count = buf->getVertexCount();
|
||||
|
||||
// Mesh is always private here. So the lighting is applied to each
|
||||
// vertex right here.
|
||||
if (data->m_smooth_lighting) {
|
||||
// Mesh is always private here. So the lighting is applied to each
|
||||
// vertex right here.
|
||||
for (u32 k = 0; k < vertex_count; k++) {
|
||||
video::S3DVertex &vertex = vertices[k];
|
||||
vertex.Color = blendLightColor(vertex.Pos, vertex.Normal);
|
||||
vertex.Pos += cur_node.origin;
|
||||
}
|
||||
collector->append(cur_node.tile, vertices, vertex_count,
|
||||
buf->getIndices(), buf->getIndexCount());
|
||||
} else {
|
||||
// Let the collector process colors, etc.
|
||||
collector->append(cur_node.tile, vertices, vertex_count,
|
||||
buf->getIndices(), buf->getIndexCount(), cur_node.origin,
|
||||
cur_node.color, cur_node.f->light_source);
|
||||
bool is_light_source = cur_node.f->light_source != 0;
|
||||
for (u32 k = 0; k < vertex_count; k++) {
|
||||
video::S3DVertex &vertex = vertices[k];
|
||||
video::SColor color = cur_node.color;
|
||||
if (!is_light_source)
|
||||
applyFacesShading(color, vertex.Normal);
|
||||
vertex.Color = color;
|
||||
vertex.Pos += cur_node.origin;
|
||||
}
|
||||
}
|
||||
collector->append(cur_node.tile, vertices, vertex_count,
|
||||
buf->getIndices(), buf->getIndexCount());
|
||||
}
|
||||
mesh->drop();
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue