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Remove all bump mapping and parallax occlusion related code.
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parent
f43d1cfa81
commit
ed22260822
17 changed files with 24 additions and 384 deletions
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@ -266,9 +266,6 @@ void TextureSettings::readSettings()
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{
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connected_glass = g_settings->getBool("connected_glass");
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opaque_water = g_settings->getBool("opaque_water");
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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bool smooth_lighting = g_settings->getBool("smooth_lighting");
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enable_mesh_cache = g_settings->getBool("enable_mesh_cache");
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enable_minimap = g_settings->getBool("enable_minimap");
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@ -281,8 +278,6 @@ void TextureSettings::readSettings()
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if (smooth_lighting)
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enable_mesh_cache = false;
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use_normal_texture = enable_shaders &&
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(enable_bumpmapping || enable_parallax_occlusion);
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if (leaves_style_str == "fancy") {
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leaves_style = LEAVES_FANCY;
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} else if (leaves_style_str == "simple") {
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@ -635,10 +630,6 @@ static void fillTileAttribs(ITextureSource *tsrc, TileLayer *layer,
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if (!tile.world_aligned)
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layer->scale = 1;
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// Normal texture and shader flags texture
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if (tsettings.use_normal_texture) {
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layer->normal_texture = tsrc->getNormalTexture(tiledef.name);
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}
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layer->flags_texture = tsrc->getShaderFlagsTexture(layer->normal_texture ? true : false);
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// Material flags
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