forked from Mirrorlandia_minetest/minetest
added fog to players
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@ -167,12 +167,13 @@ TODO: Better handling of objects and mobs
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- Client should not discriminate between blocks, server should
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- Make other players utilize the same framework
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SUGG: Split Inventory into ClientInventory and ServerInventory
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TODO: Draw big amounts of torches better (that is, throw them in the
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same meshbuffer (can the meshcombiner class be used?))
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Doing now:
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======================================================================
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TODO: Convert the text input system to use a modal menu
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TODO: Convert the text input system to use a modal menu... or something
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======================================================================
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@ -112,6 +112,7 @@ RemotePlayer::RemotePlayer(
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//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, driver->getTexture("../data/player.png"));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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//buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add to mesh
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@ -135,6 +136,7 @@ RemotePlayer::RemotePlayer(
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//buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, driver->getTexture("../data/player_back.png"));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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// Add to mesh
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mesh->addMeshBuffer(buf);
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