Fix updating glow on entities

was broken in #10021 more than 2 years ago(!)
This commit is contained in:
sfan5 2022-06-17 20:43:39 +02:00
parent ae555465ba
commit a83d81ff45
2 changed files with 3 additions and 5 deletions

@ -858,7 +858,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
void GenericCAO::updateLight(u32 day_night_ratio)
{
if (m_glow < 0)
if (m_prop.glow < 0)
return;
u16 light_at_pos = 0;
@ -883,7 +883,7 @@ void GenericCAO::updateLight(u32 day_night_ratio)
if (!pos_ok)
light_at_pos = LIGHT_SUN;
video::SColor light = encode_light(light_at_pos, m_glow);
video::SColor light = encode_light(light_at_pos, m_prop.glow);
if (!m_enable_shaders)
final_color_blend(&light, light_at_pos, day_night_ratio);
@ -1319,7 +1319,6 @@ void GenericCAO::updateTextures(std::string mod)
m_previous_texture_modifier = m_current_texture_modifier;
m_current_texture_modifier = mod;
m_glow = m_prop.glow;
video::ITexture *shadow_texture = nullptr;
if (auto shadow = RenderingEngine::get_shadow_renderer())
@ -1496,7 +1495,7 @@ void GenericCAO::updateTextures(std::string mod)
material.setFlag(video::EMF_ANISOTROPIC_FILTER, use_anisotropic_filter);
}
// Set mesh color (only if lighting is disabled)
if (!m_prop.colors.empty() && m_glow < 0)
if (!m_prop.colors.empty() && m_prop.glow < 0)
setMeshColor(mesh, m_prop.colors[0]);
}
}

@ -127,7 +127,6 @@ private:
float m_step_distance_counter = 0.0f;
video::SColor m_last_light = video::SColor(0xFFFFFFFF);
bool m_is_visible = false;
s8 m_glow = 0;
// Material
video::E_MATERIAL_TYPE m_material_type;
// Settings