forked from Mirrorlandia_minetest/minetest
possibly fixed broken crack textures on some machines
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bcd9813acc
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c32bd982e3
@ -112,13 +112,22 @@ video::ITexture* IrrlichtWrapper::getTextureDirect(TextureSpec spec)
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video::ITexture * CrackTextureMod::make(video::ITexture *original,
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const char *newname, video::IVideoDriver* driver)
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{
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// Size of the base image
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core::dimension2d<u32> dim(16, 16);
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// Size of the crack image
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//core::dimension2d<u32> dim_crack(16, 16 * CRACK_ANIMATION_LENGTH);
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// Position to copy the crack to in the base image
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core::position2d<s32> pos_base(0, 0);
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// Position to copy the crack from in the crack image
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core::position2d<s32> pos_other(0, 16 * progression);
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video::IImage *baseimage = driver->createImage(original, pos_base, dim);
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assert(baseimage);
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video::IImage *crackimage = driver->createImageFromFile("../data/crack.png");
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assert(crackimage);
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#if 0
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video::ITexture *other = driver->getTexture("../data/crack.png");
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dstream<<__FUNCTION_NAME<<": crack texture size is "
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@ -131,26 +140,33 @@ video::ITexture * CrackTextureMod::make(video::ITexture *original,
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// the image to fit a texture or something...
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video::IImage *otherimage = driver->createImage(
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other, core::position2d<s32>(0,0), other->getSize());
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// This should work on more systems
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// - no, it doesn't, output is more random.
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/*video::IImage *otherimage = driver->createImage(
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other, core::position2d<s32>(0,0),
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v2u32(16, CRACK_ANIMATION_LENGTH * 16));*/
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assert(otherimage);
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/*core::rect<s32> clip_rect(v2s32(0,0), dim);
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otherimage->copyToWithAlpha(baseimage, v2s32(0,0),
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core::rect<s32>(pos_other, dim),
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video::SColor(255,255,255,255),
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&clip_rect);*/
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// Now, the image might be 80 or 128 high depending on the computer
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// Let's make an image of the right size and copy the possibly
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// wrong sized one with scaling
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// NOTE: This is an ugly hack.
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otherimage->copyToWithAlpha(baseimage, v2s32(0,0),
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video::IImage *crackimage = driver->createImage(
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baseimage->getColorFormat(), dim_crack);
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assert(crackimage);
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otherimage->copyToScaling(crackimage);
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otherimage->drop();
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#endif
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// Then copy the right part of crackimage to baseimage
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crackimage->copyToWithAlpha(baseimage, v2s32(0,0),
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core::rect<s32>(pos_other, dim),
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video::SColor(255,255,255,255),
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NULL);
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otherimage->drop();
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crackimage->drop();
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// Create texture from resulting image
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video::ITexture *newtexture = driver->addTexture(newname, baseimage);
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15
src/main.cpp
15
src/main.cpp
@ -183,6 +183,13 @@ TODO: When server sees that client is removing an inexistent block or
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TODO: When player dies, throw items on map
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TODO: Optimize day/night mesh updating somehow
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- create copies of all textures for all lighting values and only
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change texture for material?
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- Umm... the collecting of the faces is the slow part
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-> what about just changing the color values of the existing
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meshbuffers? It should go quite fast.
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TODO: Map generator version 2
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Doing now:
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@ -1614,8 +1621,8 @@ int main(int argc, char *argv[])
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bool first_loop_after_window_activation = true;
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// Time is in milliseconds
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// NOTE: getRealTime() without run()s causes strange problems in wine
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// NOTE: Have to call run() between calls of this to update the timer
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// NOTE: getRealTime() causes strange problems in wine (imprecision?)
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// NOTE: So we have to use getTime() and call run()s between them
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u32 lasttime = device->getTimer()->getTime();
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while(device->run())
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@ -1863,8 +1870,12 @@ int main(int argc, char *argv[])
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camera_direction.rotateYZBy(camera_pitch);
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camera_direction.rotateXZBy(camera_yaw);
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// This is at the height of the eyes of the current figure
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v3f camera_position =
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player_position + v3f(0, BS+BS/2, 0);
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// This is more like in minecraft
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/*v3f camera_position =
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player_position + v3f(0, BS+BS*0.65, 0);*/
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camera->setPosition(camera_position);
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// *100.0 helps in large map coordinates
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