forked from Mirrorlandia_minetest/minetest
Upright sprite objects: Horizontally flip the front image
For consistent horizontal sprite structure when seen from front and back Fix code style
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@ -839,54 +839,50 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr,
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setBillboardTextureMatrix(m_spritenode,
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setBillboardTextureMatrix(m_spritenode,
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txs, tys, 0, 0);
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txs, tys, 0, 0);
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}
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}
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}
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} else if (m_prop.visual == "upright_sprite") {
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else if(m_prop.visual == "upright_sprite") {
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scene::SMesh *mesh = new scene::SMesh();
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scene::SMesh *mesh = new scene::SMesh();
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double dx = BS*m_prop.visual_size.X/2;
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double dx = BS * m_prop.visual_size.X / 2;
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double dy = BS*m_prop.visual_size.Y/2;
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double dy = BS * m_prop.visual_size.Y / 2;
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{ // Front
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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u8 li = m_last_light;
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u8 li = m_last_light;
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video::SColor c(255,li,li,li);
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video::SColor c(255, li, li, li);
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video::S3DVertex vertices[4] =
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{
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{ // Front
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video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
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video::S3DVertex vertices[4] = {
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video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
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video::S3DVertex(-dx, -dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
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video::S3DVertex( dx, -dy, 0, 0,0,0, c, 0,1),
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};
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 0,0),
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u16 indices[] = {0,1,2,2,3,0};
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 1,0),
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buf->append(vertices, 4, indices, 6);
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};
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// Set material
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u16 indices[] = {0,1,2,2,3,0};
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->append(vertices, 4, indices, 6);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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// Set material
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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// Add to mesh
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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mesh->addMeshBuffer(buf);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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buf->drop();
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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}
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{ // Back
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{ // Back
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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u8 li = m_last_light;
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video::S3DVertex vertices[4] = {
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video::SColor c(255,li,li,li);
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video::S3DVertex( dx,-dy, 0, 0,0,0, c, 1,1),
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video::S3DVertex vertices[4] =
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video::S3DVertex(-dx,-dy, 0, 0,0,0, c, 0,1),
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{
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video::S3DVertex(-dx, dy, 0, 0,0,0, c, 0,0),
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video::S3DVertex(dx,-dy,0, 0,0,0, c, 1,1),
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video::S3DVertex( dx, dy, 0, 0,0,0, c, 1,0),
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video::S3DVertex(-dx,-dy,0, 0,0,0, c, 0,1),
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};
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video::S3DVertex(-dx,dy,0, 0,0,0, c, 0,0),
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u16 indices[] = {0,1,2,2,3,0};
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video::S3DVertex(dx,dy,0, 0,0,0, c, 1,0),
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buf->append(vertices, 4, indices, 6);
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};
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// Set material
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u16 indices[] = {0,1,2,2,3,0};
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->append(vertices, 4, indices, 6);
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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// Set material
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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// Add to mesh
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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mesh->addMeshBuffer(buf);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->drop();
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// Add to mesh
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mesh->addMeshBuffer(buf);
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buf->drop();
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}
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}
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode = smgr->addMeshSceneNode(mesh, NULL);
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m_meshnode->grab();
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m_meshnode->grab();
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