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More refactoring
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@ -49,7 +49,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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* \param colors returns the colors of the mesh buffers in the mesh.
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*/
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static void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
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std::vector<ItemPartColor> *colors, bool apply_scale)
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std::vector<ItemPartColor> *colors)
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{
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const u32 mc = mesh->getMeshBufferCount();
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// Allocate colors for existing buffers
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@ -82,7 +82,7 @@ static void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
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material.setTexture(0, layer->texture);
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}
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if (apply_scale && tile->world_aligned) {
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if (tile->world_aligned) {
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u32 n = buf->getVertexCount();
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for (u32 k = 0; k != n; ++k)
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buf->getTCoords(k) /= layer->scale;
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@ -279,7 +279,7 @@ static scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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material.BackfaceCulling = true;
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material.Lighting = true; // false;
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material.Lighting = false;
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.0f; // render everything with alpha > 0
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material.ZWriteEnable = video::EZW_ON;
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@ -343,7 +343,7 @@ void WieldMeshSceneNode::setCube(const ContentFeatures &f,
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scene::IMesh *cubemesh = g_extrusion_mesh_cache->createCube();
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scene::SMesh *copy = cloneMesh(cubemesh);
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cubemesh->drop();
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postProcessNodeMesh(copy, f, &m_colors, true);
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postProcessNodeMesh(copy, f, &m_colors);
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// Customize materials
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for (u32 i = 0; i < cubemesh->getMeshBufferCount(); ++i) {
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@ -734,7 +734,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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} else
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scaleMesh(mesh, v3f(1.2, 1.2, 1.2));
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// add overlays
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postProcessNodeMesh(mesh, f, &result->buffer_colors, true);
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postProcessNodeMesh(mesh, f, &result->buffer_colors);
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if (f.drawtype == NDT_ALLFACES)
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scaleMesh(mesh, v3f(f.visual_scale));
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break;
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@ -782,7 +782,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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material.BackfaceCulling = cull_backface;
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material.Lighting = false;
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material.Lighting = false; // no lighting in the inventory
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}
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rotateMeshXZby(mesh, -45);
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