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Apply shadow texture to wield-based entities
For example, dropped nodes and items.
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parent
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commit
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@ -541,9 +541,14 @@ void WieldMeshSceneNode::changeToMesh(scene::IMesh *mesh)
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m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
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m_meshnode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, m_lighting);
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m_meshnode->setVisible(true);
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m_meshnode->setVisible(true);
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// Add mesh to shadow caster
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if (m_shadow) {
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if (m_shadow)
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// Add mesh to shadow caster
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m_shadow->addNodeToShadowList(m_meshnode);
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m_shadow->addNodeToShadowList(m_meshnode);
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// Set shadow texture
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for (u32 i = 0; i < m_meshnode->getMaterialCount(); i++)
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m_meshnode->setMaterialTexture(3, m_shadow->get_texture());
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}
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}
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}
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void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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