forked from Mirrorlandia_minetest/minetest
Fixes and improvements
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7473e4cafd
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6f0d36c41a
@ -842,7 +842,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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auto &material = buf->getMaterial();
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// Apply filter settings
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material.forEachTexture([this] (video::SMaterialLayer &tex) {
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material.forEachTexture([this] (auto &tex) {
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tex.setFiltersMinetest(m_cache_bilinear_filter, m_cache_trilinear_filter,
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m_cache_anistropic_filter);
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});
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@ -52,7 +52,7 @@ Clouds::Clouds(scene::ISceneManager* mgr,
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m_material.FogEnable = true;
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m_material.AntiAliasing = video::EAAM_SIMPLE;
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m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_material.forEachTexture([] (video::SMaterialLayer &tex) {
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m_material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -254,7 +254,7 @@ void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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// Set material
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buf->getMaterial().Lighting = false;
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buf->getMaterial().BackfaceCulling = false;
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().TextureLayers[0].Texture = tsrc->getTextureForMesh("rat.png");
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buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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buf->getMaterial().TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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buf->getMaterial().FogEnable = true;
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@ -652,7 +652,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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mat.GouraudShading = false;
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mat.NormalizeNormals = true;
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}
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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mat.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -668,7 +668,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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video::ITexture *tex = tsrc->getTextureForMesh("no_texture.png");
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m_spritenode->forEachMaterial([tex] (video::SMaterial &mat) {
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m_spritenode->forEachMaterial([tex] (auto &mat) {
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mat.setTexture(0, tex);
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});
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@ -755,7 +755,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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setSceneNodeMaterials(m_meshnode);
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m_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
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m_meshnode->forEachMaterial([this] (auto &mat) {
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mat.BackfaceCulling = m_prop.backface_culling;
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});
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} else if (m_prop.visual == "mesh") {
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@ -782,7 +782,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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setSceneNodeMaterials(m_animated_meshnode);
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m_animated_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
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m_animated_meshnode->forEachMaterial([this] (auto &mat) {
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mat.BackfaceCulling = m_prop.backface_culling;
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});
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} else
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@ -1354,7 +1354,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[0];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1390,7 +1390,7 @@ void GenericCAO::updateTextures(std::string mod)
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use_trilinear_filter &= res > 64;
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use_bilinear_filter &= res > 64;
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1437,7 +1437,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[i];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1462,7 +1462,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[0];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1491,7 +1491,7 @@ void GenericCAO::updateTextures(std::string mod)
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material.SpecularColor = m_prop.colors[0];
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}
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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@ -1977,7 +1977,7 @@ void GenericCAO::updateMeshCulling()
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if (m_prop.visual == "upright_sprite") {
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// upright sprite has no backface culling
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node->forEachMaterial([=] (video::SMaterial &mat) {
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node->forEachMaterial([=] (auto &mat) {
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mat.FrontfaceCulling = hidden;
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});
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return;
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@ -1987,13 +1987,13 @@ void GenericCAO::updateMeshCulling()
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// Hide the mesh by culling both front and
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// back faces. Serious hackyness but it works for our
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// purposes. This also preserves the skeletal armature.
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node->forEachMaterial([] (video::SMaterial &mat) {
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node->forEachMaterial([] (auto &mat) {
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mat.BackfaceCulling = true;
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mat.FrontfaceCulling = true;
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});
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} else {
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// Restore mesh visibility.
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node->forEachMaterial([this] (video::SMaterial &mat) {
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node->forEachMaterial([this] (auto &mat) {
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mat.BackfaceCulling = m_prop.backface_culling;
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mat.FrontfaceCulling = false;
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});
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@ -37,15 +37,13 @@ public:
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m_spritenode = smgr->addBillboardSceneNode(
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NULL, v2f(1,1), pos, -1);
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video::ITexture *tex = env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png");
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m_spritenode->forEachMaterial([tex] (video::SMaterial &mat) {
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mat.setTexture(0, tex);
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mat.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_spritenode->forEachMaterial([tex] (auto &mat) {
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mat.TextureLayers[0].Texture = tex;
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mat.Lighting = false;
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mat.TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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mat.TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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mat.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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mat.FogEnable = true;
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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});
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m_spritenode->setColor(video::SColor(255,0,0,0));
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m_spritenode->setVisible(true);
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@ -767,7 +767,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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material.BackfaceCulling = true;
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material.FogEnable = true;
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material.setTexture(0, p.layer.texture);
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material.forEachTexture([] (video::SMaterialLayer &tex) {
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material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -100,7 +100,7 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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// Set default material
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buf->getMaterial().Lighting = false;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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buf->getMaterial().forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -410,7 +410,7 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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{
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->getMaterial().Lighting = false;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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buf->getMaterial().forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -608,7 +608,7 @@ void Minimap::drawMinimap(core::rect<s32> rect) {
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matrix.makeIdentity();
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video::SMaterial &material = m_meshbuffer->getMaterial();
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material.forEachTexture([] (video::SMaterialLayer &tex) {
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material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR;
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tex.MagFilter = video::ETMAGF_LINEAR;
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});
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@ -92,7 +92,7 @@ Particle::Particle(
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m_material.Lighting = false;
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m_material.BackfaceCulling = false;
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m_material.FogEnable = true;
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m_material.forEachTexture([] (video::SMaterialLayer &tex) {
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m_material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -113,7 +113,7 @@ void ShadowRenderer::disable()
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}
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for (auto node : m_shadow_node_array)
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node.node->forEachMaterial([] (video::SMaterial &mat) {
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node.node->forEachMaterial([] (auto &mat) {
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mat.setTexture(TEXTURE_LAYER_SHADOW, nullptr);
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});
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}
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@ -185,14 +185,14 @@ void ShadowRenderer::addNodeToShadowList(
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// node should never be ClientMap
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assert(strcmp(node->getName(), "ClientMap") != 0);
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node->forEachMaterial([this] (video::SMaterial &mat) {
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node->forEachMaterial([this] (auto &mat) {
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mat.setTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
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});
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}
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void ShadowRenderer::removeNodeFromShadowList(scene::ISceneNode *node)
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{
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node->forEachMaterial([] (video::SMaterial &mat) {
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node->forEachMaterial([] (auto &mat) {
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mat.setTexture(TEXTURE_LAYER_SHADOW, nullptr);
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});
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for (auto it = m_shadow_node_array.begin(); it != m_shadow_node_array.end();) {
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@ -264,7 +264,7 @@ void ShadowRenderer::updateSMTextures()
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assert(shadowMapTextureFinal != nullptr);
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for (auto &node : m_shadow_node_array)
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node.node->forEachMaterial([this] (video::SMaterial &mat) {
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node.node->forEachMaterial([this] (auto &mat) {
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mat.setTexture(TEXTURE_LAYER_SHADOW, shadowMapTextureFinal);
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});
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}
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@ -50,7 +50,7 @@ static video::SMaterial baseMaterial()
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static inline void disableTextureFiltering(video::SMaterial &mat)
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{
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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mat.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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tex.AnisotropicFilter = 0;
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@ -300,7 +300,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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// Enable bi/trilinear filtering only for high resolution textures
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bool bilinear_filter = dim.Width > 32 && m_bilinear_filter;
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bool trilinear_filter = dim.Width > 32 && m_trilinear_filter;
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material.forEachTexture([=] (video::SMaterialLayer &tex) {
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(bilinear_filter, trilinear_filter,
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m_anisotropic_filter);
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});
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@ -464,7 +464,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.BackfaceCulling = cull_backface;
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material.forEachTexture([this] (video::SMaterialLayer &tex) {
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material.forEachTexture([this] (auto &tex) {
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tex.setFiltersMinetest(m_bilinear_filter, m_trilinear_filter,
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m_anisotropic_filter);
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});
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@ -558,7 +558,7 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
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m_meshnode->setMesh(mesh);
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}
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m_meshnode->forEachMaterial([this] (video::SMaterial &mat) {
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m_meshnode->forEachMaterial([this] (auto &mat) {
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mat.Lighting = m_lighting;
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// need to normalize normals when lighting is enabled (because of setScale())
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mat.NormalizeNormals = m_lighting;
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@ -655,7 +655,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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video::SMaterial &material = buf->getMaterial();
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.5f;
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material.forEachTexture([] (video::SMaterialLayer &tex) {
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material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -702,8 +702,10 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
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material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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material.TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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material.BackfaceCulling = true;
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material.Lighting = false;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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