forked from Mirrorlandia_minetest/minetest
Apply shadow texture to wield-based entities
For example, dropped nodes and items.
This commit is contained in:
parent
2bba53b2c3
commit
4e39cdef94
@ -541,9 +541,14 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
|
||||
m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
|
||||
m_meshnode->setVisible(true);
|
||||
|
||||
// Add mesh to shadow caster
|
||||
if (m_shadow)
|
||||
if (m_shadow) {
|
||||
// Add mesh to shadow caster
|
||||
m_shadow->addNodeToShadowList(m_meshnode);
|
||||
|
||||
// Set shadow texture
|
||||
for (u32 i = 0; i < m_meshnode->getMaterialCount(); i++)
|
||||
m_meshnode->setMaterialTexture(3, m_shadow->get_texture());
|
||||
}
|
||||
}
|
||||
|
||||
void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
|
||||
|
Loading…
Reference in New Issue
Block a user