Add no_texture.png as fallback for unspecified textures

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Wuzzy 2021-10-20 19:50:16 +00:00 committed by GitHub
parent c82ec8b210
commit 86b44ecd82
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GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 68 additions and 23 deletions

@ -90,9 +90,10 @@ by texture packs. All existing fallback textures can be found in the directory
* `minimap_mask_square.png`: mask used for the square minimap
* `minimap_overlay_round.png`: overlay texture for the round minimap
* `minimap_overlay_square.png`: overlay texture for the square minimap
* `no_texture_airlike.png`: fallback inventory image for airlike nodes
* `object_marker_red.png`: texture for players on the minimap
* `player_marker.png`: texture for the own player on the square minimap
* `no_texture_airlike.png`: fallback inventory image for airlike nodes
* `no_texture.png`: fallback image for unspecified textures
* `player.png`: front texture of the 2D upright sprite player
* `player_back.png`: back texture of the 2D upright sprite player

@ -0,0 +1,11 @@
-- Register stuff with empty definitions to test if Minetest fallback options
-- for these things work properly.
-- The itemstrings are deliberately kept descriptive to keep them easy to
-- recognize.
minetest.register_node("broken:node_with_empty_definition", {})
minetest.register_tool("broken:tool_with_empty_definition", {})
minetest.register_craftitem("broken:craftitem_with_empty_definition", {})
minetest.register_entity("broken:entity_with_empty_definition", {})

@ -0,0 +1,2 @@
name = broken
description = Register items and an entity with empty definitions to test fallback

@ -647,7 +647,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
tsrc->getTextureForMesh("unknown_node.png"));
tsrc->getTextureForMesh("no_texture.png"));
setSceneNodeMaterial(m_spritenode);
@ -1288,7 +1288,7 @@ void GenericCAO::updateTextures(std::string mod)
if (m_spritenode) {
if (m_prop.visual == "sprite") {
std::string texturestring = "unknown_node.png";
std::string texturestring = "no_texture.png";
if (!m_prop.textures.empty())
texturestring = m_prop.textures[0];
texturestring += mod;
@ -1367,7 +1367,7 @@ void GenericCAO::updateTextures(std::string mod)
{
for (u32 i = 0; i < 6; ++i)
{
std::string texturestring = "unknown_node.png";
std::string texturestring = "no_texture.png";
if(m_prop.textures.size() > i)
texturestring = m_prop.textures[i];
texturestring += mod;
@ -1400,7 +1400,7 @@ void GenericCAO::updateTextures(std::string mod)
} else if (m_prop.visual == "upright_sprite") {
scene::IMesh *mesh = m_meshnode->getMesh();
{
std::string tname = "unknown_object.png";
std::string tname = "no_texture.png";
if (!m_prop.textures.empty())
tname = m_prop.textures[0];
tname += mod;
@ -1422,7 +1422,7 @@ void GenericCAO::updateTextures(std::string mod)
buf->getMaterial().setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
{
std::string tname = "unknown_object.png";
std::string tname = "no_texture.png";
if (m_prop.textures.size() >= 2)
tname = m_prop.textures[1];
else if (!m_prop.textures.empty())

@ -3331,9 +3331,8 @@ void Game::handlePointingAtNode(const PointedThing &pointed,
} else {
MapNode n = map.getNode(nodepos);
if (nodedef_manager->get(n).tiledef[0].name == "unknown_node.png") {
m_game_ui->setInfoText(L"Unknown node: " +
utf8_to_wide(nodedef_manager->get(n).name));
if (nodedef_manager->get(n).name == "unknown") {
m_game_ui->setInfoText(L"Unknown node");
}
}

@ -1007,11 +1007,15 @@ void drawItemStack(
bool draw_overlay = false;
bool has_mesh = false;
ItemMesh *imesh;
// Render as mesh if animated or no inventory image
if ((enable_animations && rotation_kind < IT_ROT_NONE) || def.inventory_image.empty()) {
ItemMesh *imesh = client->idef()->getWieldMesh(def.name, client);
if (!imesh || !imesh->mesh)
return;
imesh = client->idef()->getWieldMesh(def.name, client);
has_mesh = imesh && imesh->mesh;
}
if (has_mesh) {
scene::IMesh *mesh = imesh->mesh;
driver->clearBuffers(video::ECBF_DEPTH);
s32 delta = 0;
@ -1103,10 +1107,17 @@ void drawItemStack(
draw_overlay = def.type == ITEM_NODE && def.inventory_image.empty();
} else { // Otherwise just draw as 2D
video::ITexture *texture = client->idef()->getInventoryTexture(def.name, client);
if (!texture)
return;
video::SColor color =
client->idef()->getItemstackColor(item, client);
video::SColor color;
if (texture) {
color = client->idef()->getItemstackColor(item, client);
} else {
color = video::SColor(255, 255, 255, 255);
ITextureSource *tsrc = client->getTextureSource();
texture = tsrc->getTexture("no_texture.png");
if (!texture)
return;
}
const video::SColor colors[] = { color, color, color, color };
draw2DImageFilterScaled(driver, texture, rect,

@ -458,9 +458,14 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
}
return;
} else if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
tsrc, 1);
} else {
if (!def.inventory_image.empty()) {
setExtruded(def.inventory_image, def.inventory_overlay, def.wield_scale,
tsrc, 1);
} else {
setExtruded("no_texture.png", "", def.wield_scale, tsrc, 1);
}
m_colors.emplace_back();
// overlay is white, if present
m_colors.emplace_back(true, video::SColor(0xFFFFFFFF));

@ -796,8 +796,10 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
TileDef tdef[6];
for (u32 j = 0; j < 6; j++) {
tdef[j] = tiledef[j];
if (tdef[j].name.empty())
tdef[j].name = "unknown_node.png";
if (tdef[j].name.empty()) {
tdef[j].name = "no_texture.png";
tdef[j].backface_culling = false;
}
}
// also the overlay tiles
TileDef tdef_overlay[6];
@ -805,8 +807,13 @@ void ContentFeatures::updateTextures(ITextureSource *tsrc, IShaderSource *shdsrc
tdef_overlay[j] = tiledef_overlay[j];
// also the special tiles
TileDef tdef_spec[6];
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++)
for (u32 j = 0; j < CF_SPECIAL_COUNT; j++) {
tdef_spec[j] = tiledef_special[j];
if (tdef_spec[j].name.empty()) {
tdef_spec[j].name = "no_texture.png";
tdef_spec[j].backface_culling = false;
}
}
bool is_liquid = false;
@ -1052,6 +1059,10 @@ void NodeDefManager::clear()
{
ContentFeatures f;
f.name = "unknown";
TileDef unknownTile;
unknownTile.name = "unknown_node.png";
for (int t = 0; t < 6; t++)
f.tiledef[t] = unknownTile;
// Insert directly into containers
content_t c = CONTENT_UNKNOWN;
m_content_features[c] = f;

@ -28,7 +28,7 @@ static const video::SColor NULL_BGCOLOR{0, 1, 1, 1};
ObjectProperties::ObjectProperties()
{
textures.emplace_back("unknown_object.png");
textures.emplace_back("no_texture.png");
colors.emplace_back(255,255,255,255);
}

@ -108,7 +108,12 @@ void LuaEntitySAO::addedToEnvironment(u32 dtime_s)
m_env->getScriptIface()->
luaentity_Activate(m_id, m_init_state, dtime_s);
} else {
// It's an unknown object
// Use entitystring as infotext for debugging
m_prop.infotext = m_init_name;
// Set unknown object texture
m_prop.textures.clear();
m_prop.textures.emplace_back("unknown_object.png");
}
}

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