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Remove all bump mapping and parallax occlusion related code.
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parent
f43d1cfa81
commit
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17 changed files with 24 additions and 384 deletions
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@ -35,11 +35,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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MeshMakeData
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*/
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MeshMakeData::MeshMakeData(Client *client, bool use_shaders,
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bool use_tangent_vertices):
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MeshMakeData::MeshMakeData(Client *client, bool use_shaders):
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m_client(client),
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m_use_shaders(use_shaders),
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m_use_tangent_vertices(use_tangent_vertices)
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m_use_shaders(use_shaders)
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{}
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void MeshMakeData::fillBlockDataBegin(const v3s16 &blockpos)
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@ -1016,7 +1014,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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for (auto &m : m_mesh)
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m = new scene::SMesh();
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m_enable_shaders = data->m_use_shaders;
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m_use_tangent_vertices = data->m_use_tangent_vertices;
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m_enable_vbo = g_settings->getBool("enable_vbo");
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if (data->m_client->getMinimap()) {
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@ -1170,28 +1167,12 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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scene::SMesh *mesh = (scene::SMesh *)m_mesh[layer];
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// Create meshbuffer, add to mesh
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if (m_use_tangent_vertices) {
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scene::SMeshBufferTangents *buf =
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new scene::SMeshBufferTangents();
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buf->Material = material;
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buf->Vertices.reallocate(p.vertices.size());
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buf->Indices.reallocate(p.indices.size());
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for (const video::S3DVertex &v: p.vertices)
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buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
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for (u16 i: p.indices)
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buf->Indices.push_back(i);
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buf->recalculateBoundingBox();
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mesh->addMeshBuffer(buf);
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buf->drop();
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} else {
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material = material;
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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buf->Material = material;
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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/*
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@ -1201,12 +1182,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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translateMesh(m_mesh[layer],
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intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
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if (m_use_tangent_vertices) {
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scene::IMeshManipulator* meshmanip =
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RenderingEngine::get_scene_manager()->getMeshManipulator();
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meshmanip->recalculateTangents(m_mesh[layer], true, false, false);
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}
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if (m_mesh[layer]) {
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#if 0
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// Usually 1-700 faces and 1-7 materials
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