1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-01 17:38:41 +00:00

Use Irrlicht's mesh cache for animated meshes.

Fixes #6676.
Allow animated meshes to be cached in Irrlicht's builtin mesh cache.
Use Material.EmmissiveColor instead of manipulating the mesh' vertex colors.
This commit is contained in:
Lars Hofhansl 2017-12-04 22:25:09 -08:00
parent f470cb7270
commit fd9f195fcc
5 changed files with 25 additions and 9 deletions

View file

@ -563,7 +563,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
}
else if(m_prop.visual == "mesh") {
infostream<<"GenericCAO::addToScene(): mesh"<<std::endl;
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh);
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if(mesh)
{
m_animated_meshnode = RenderingEngine::get_scene_manager()->
@ -575,13 +575,17 @@ void GenericCAO::addToScene(ITextureSource *tsrc)
m_prop.visual_size.Y,
m_prop.visual_size.X));
u8 li = m_last_light;
// set vertex colors to ensure alpha is set
setMeshColor(m_animated_meshnode->getMesh(), video::SColor(255,li,li,li));
setAnimatedMeshColor(m_animated_meshnode, video::SColor(255,li,li,li));
bool backface_culling = m_prop.backface_culling;
if (m_is_player)
backface_culling = false;
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, false);
m_animated_meshnode->setMaterialFlag(video::EMF_LIGHTING, true);
m_animated_meshnode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_animated_meshnode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
m_animated_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
@ -669,7 +673,7 @@ void GenericCAO::updateLightNoCheck(u8 light_at_pos)
if (m_meshnode) {
setMeshColor(m_meshnode->getMesh(), color);
} else if (m_animated_meshnode) {
setMeshColor(m_animated_meshnode->getMesh(), color);
setAnimatedMeshColor(m_animated_meshnode, color);
} else if (m_wield_meshnode) {
m_wield_meshnode->setColor(color);
} else if (m_spritenode) {
@ -1025,7 +1029,7 @@ void GenericCAO::updateTextures(std::string mod)
// Set material flags and texture
video::SMaterial& material = m_animated_meshnode->getMaterial(i);
material.TextureLayer[0].Texture = texture;
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_LIGHTING, true);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
// don't filter low-res textures, makes them look blurry