Update mesh collector and move it to a separate file (#6904)

* Update MeshCollector

* Simplify MeshCollector
This commit is contained in:
Vitaliy 2018-03-22 22:59:49 +03:00 committed by Loïc Blot
parent 8986a9e605
commit 9fcc0c1217
8 changed files with 222 additions and 291 deletions

@ -274,6 +274,7 @@ LOCAL_SRC_FILES := \
jni/src/unittest/test_voxelmanipulator.cpp \ jni/src/unittest/test_voxelmanipulator.cpp \
jni/src/settings.cpp \ jni/src/settings.cpp \
jni/src/wieldmesh.cpp \ jni/src/wieldmesh.cpp \
jni/src/client/meshgen/collector.cpp \
jni/src/client/clientlauncher.cpp \ jni/src/client/clientlauncher.cpp \
jni/src/client/gameui.cpp \ jni/src/client/gameui.cpp \
jni/src/client/hud.cpp \ jni/src/client/hud.cpp \

@ -1,4 +1,5 @@
set(client_SRCS set(client_SRCS
${CMAKE_CURRENT_SOURCE_DIR}/meshgen/collector.cpp
${CMAKE_CURRENT_SOURCE_DIR}/render/anaglyph.cpp ${CMAKE_CURRENT_SOURCE_DIR}/render/anaglyph.cpp
${CMAKE_CURRENT_SOURCE_DIR}/render/core.cpp ${CMAKE_CURRENT_SOURCE_DIR}/render/core.cpp
${CMAKE_CURRENT_SOURCE_DIR}/render/factory.cpp ${CMAKE_CURRENT_SOURCE_DIR}/render/factory.cpp

@ -0,0 +1,104 @@
/*
Minetest
Copyright (C) 2018 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "collector.h"
#include <stdexcept>
#include "log.h"
#include "mesh.h"
void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices)
{
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile.layers[layernum];
if (layer->texture_id == 0)
continue;
append(*layer, vertices, numVertices, indices, numIndices, layernum,
tile.world_aligned);
}
}
void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices, u8 layernum,
bool use_scale)
{
PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);
f32 scale = 1.0f;
if (use_scale)
scale = 1.0f / layer.scale;
u32 vertex_count = p.vertices.size();
for (u32 i = 0; i < numVertices; i++)
p.vertices.emplace_back(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, scale * vertices[i].TCoords);
for (u32 i = 0; i < numIndices; i++)
p.indices.push_back(indices[i] + vertex_count);
}
void MeshCollector::append(const TileSpec &tile, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source)
{
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile.layers[layernum];
if (layer->texture_id == 0)
continue;
append(*layer, vertices, numVertices, indices, numIndices, pos, c,
light_source, layernum, tile.world_aligned);
}
}
void MeshCollector::append(const TileLayer &layer, const video::S3DVertex *vertices,
u32 numVertices, const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source, u8 layernum, bool use_scale)
{
PreMeshBuffer &p = findBuffer(layer, layernum, numVertices);
f32 scale = 1.0f;
if (use_scale)
scale = 1.0f / layer.scale;
u32 vertex_count = p.vertices.size();
for (u32 i = 0; i < numVertices; i++) {
video::SColor color = c;
if (!light_source)
applyFacesShading(color, vertices[i].Normal);
p.vertices.emplace_back(vertices[i].Pos + pos, vertices[i].Normal, color,
scale * vertices[i].TCoords);
}
for (u32 i = 0; i < numIndices; i++)
p.indices.push_back(indices[i] + vertex_count);
}
PreMeshBuffer &MeshCollector::findBuffer(
const TileLayer &layer, u8 layernum, u32 numVertices)
{
if (numVertices > U16_MAX)
throw std::invalid_argument(
"Mesh can't contain more than 65536 vertices");
std::vector<PreMeshBuffer> &buffers = prebuffers[layernum];
for (PreMeshBuffer &p : buffers)
if (p.layer == layer && p.vertices.size() + numVertices <= U16_MAX)
return p;
buffers.emplace_back(layer);
return buffers.back();
}

@ -0,0 +1,65 @@
/*
Minetest
Copyright (C) 2018 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include <array>
#include <vector>
#include "irrlichttypes.h"
#include <S3DVertex.h>
#include "client/tile.h"
struct PreMeshBuffer
{
TileLayer layer;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
PreMeshBuffer() = default;
explicit PreMeshBuffer(const TileLayer &layer) : layer(layer) {}
};
struct MeshCollector
{
std::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> prebuffers;
// clang-format off
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source);
// clang-format on
private:
// clang-format off
void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
u8 layernum, bool use_scale = false);
void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source,
u8 layernum, bool use_scale = false);
// clang-format on
PreMeshBuffer &findBuffer(const TileLayer &layer, u8 layernum, u32 numVertices);
};

@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "client/tile.h" #include "client/tile.h"
#include "mesh.h" #include "mesh.h"
#include <IMeshManipulator.h> #include <IMeshManipulator.h>
#include "client/meshgen/collector.h"
#include "client/renderingengine.h" #include "client/renderingengine.h"
#include "client.h" #include "client.h"
#include "noise.h" #include "noise.h"

@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "minimap.h" #include "minimap.h"
#include "content_mapblock.h" #include "content_mapblock.h"
#include "util/directiontables.h" #include "util/directiontables.h"
#include "client/meshgen/collector.h"
#include "client/renderingengine.h" #include "client/renderingengine.h"
#include <array> #include <array>
@ -450,7 +451,7 @@ static void getNodeTextureCoords(v3f base, const v3f &scale, v3s16 dir, float *u
struct FastFace struct FastFace
{ {
TileLayer layer; TileSpec tile;
video::S3DVertex vertices[4]; // Precalculated vertices video::S3DVertex vertices[4]; // Precalculated vertices
/*! /*!
* The face is divided into two triangles. If this is true, * The face is divided into two triangles. If this is true,
@ -458,8 +459,6 @@ struct FastFace
* are connected. * are connected.
*/ */
bool vertex_0_2_connected; bool vertex_0_2_connected;
u8 layernum;
bool world_aligned;
}; };
static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3, static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li3,
@ -630,35 +629,25 @@ static void makeFastFace(const TileSpec &tile, u16 li0, u16 li1, u16 li2, u16 li
core::vector2d<f32>(x0, y0), core::vector2d<f32>(x0, y0),
core::vector2d<f32>(x0 + w * abs_scale, y0) }; core::vector2d<f32>(x0 + w * abs_scale, y0) };
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) { // equivalent to dest.push_back(FastFace()) but faster
const TileLayer *layer = &tile.layers[layernum]; dest.emplace_back();
if (layer->texture_id == 0) FastFace& face = *dest.rbegin();
continue;
// equivalent to dest.push_back(FastFace()) but faster for (u8 i = 0; i < 4; i++) {
dest.emplace_back(); video::SColor c = encode_light(li[i], tile.emissive_light);
FastFace& face = *dest.rbegin(); if (!tile.emissive_light)
applyFacesShading(c, normal);
for (u8 i = 0; i < 4; i++) { face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
video::SColor c = encode_light(li[i], tile.emissive_light);
if (!tile.emissive_light)
applyFacesShading(c, normal);
face.vertices[i] = video::S3DVertex(vertex_pos[i], normal, c, f[i]);
}
/*
Revert triangles for nicer looking gradient if the
brightness of vertices 1 and 3 differ less than
the brightness of vertices 0 and 2.
*/
face.vertex_0_2_connected = vertex_0_2_connected;
face.layer = *layer;
face.layernum = layernum;
face.world_aligned = tile.world_aligned;
} }
/*
Revert triangles for nicer looking gradient if the
brightness of vertices 1 and 3 differ less than
the brightness of vertices 0 and 2.
*/
face.vertex_0_2_connected = vertex_0_2_connected;
face.tile = tile;
} }
/* /*
@ -1012,6 +1001,20 @@ static void updateAllFastFaceRows(MeshMakeData *data,
dest); dest);
} }
static void applyTileColor(PreMeshBuffer &pmb)
{
video::SColor tc = pmb.layer.color;
if (tc == video::SColor(0xFFFFFFFF))
return;
for (video::S3DVertex &vertex : pmb.vertices) {
video::SColor *c = &vertex.Color;
c->set(c->getAlpha(),
c->getRed() * tc.getRed() / 255,
c->getGreen() * tc.getGreen() / 255,
c->getBlue() * tc.getBlue() / 255);
}
}
/* /*
MapBlockMesh MapBlockMesh
*/ */
@ -1061,7 +1064,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
Convert FastFaces to MeshCollector Convert FastFaces to MeshCollector
*/ */
MeshCollector collector(m_use_tangent_vertices); MeshCollector collector;
{ {
// avg 0ms (100ms spikes when loading textures the first time) // avg 0ms (100ms spikes when loading textures the first time)
@ -1071,15 +1074,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
for (const FastFace &f : fastfaces_new) { for (const FastFace &f : fastfaces_new) {
static const u16 indices[] = {0, 1, 2, 2, 3, 0}; static const u16 indices[] = {0, 1, 2, 2, 3, 0};
static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1}; static const u16 indices_alternate[] = {0, 1, 3, 2, 3, 1};
if (!f.layer.texture)
continue;
const u16 *indices_p = const u16 *indices_p =
f.vertex_0_2_connected ? indices : indices_alternate; f.vertex_0_2_connected ? indices : indices_alternate;
collector.append(f.tile, f.vertices, 4, indices_p, 6);
collector.append(f.layer, f.vertices, 4, indices_p, 6,
f.layernum, f.world_aligned);
} }
} }
@ -1096,8 +1093,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
generator.generate(); generator.generate();
} }
collector.applyTileColors();
/* /*
Convert MeshCollector to SMesh Convert MeshCollector to SMesh
*/ */
@ -1107,6 +1102,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
{ {
PreMeshBuffer &p = collector.prebuffers[layer][i]; PreMeshBuffer &p = collector.prebuffers[layer][i];
applyTileColor(p);
// Generate animation data // Generate animation data
// - Cracks // - Cracks
if (p.layer.material_flags & MATERIAL_FLAG_CRACK) { if (p.layer.material_flags & MATERIAL_FLAG_CRACK) {
@ -1151,16 +1148,10 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
// Dummy sunlight to handle non-sunlit areas // Dummy sunlight to handle non-sunlit areas
video::SColorf sunlight; video::SColorf sunlight;
get_sunlight_color(&sunlight, 0); get_sunlight_color(&sunlight, 0);
u32 vertex_count = m_use_tangent_vertices ? u32 vertex_count = p.vertices.size();
p.tangent_vertices.size() : p.vertices.size();
for (u32 j = 0; j < vertex_count; j++) { for (u32 j = 0; j < vertex_count; j++) {
video::SColor *vc; video::SColor *vc = &p.vertices[j].Color;
if (m_use_tangent_vertices) { video::SColor copy = *vc;
vc = &p.tangent_vertices[j].Color;
} else {
vc = &p.vertices[j].Color;
}
video::SColor copy(*vc);
if (vc->getAlpha() == 0) // No sunlight - no need to animate if (vc->getAlpha() == 0) // No sunlight - no need to animate
final_color_blend(vc, copy, sunlight); // Finalize color final_color_blend(vc, copy, sunlight); // Finalize color
else // Record color to animate else // Record color to animate
@ -1197,24 +1188,23 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
if (m_use_tangent_vertices) { if (m_use_tangent_vertices) {
scene::SMeshBufferTangents *buf = scene::SMeshBufferTangents *buf =
new scene::SMeshBufferTangents(); new scene::SMeshBufferTangents();
// Set material
buf->Material = material; buf->Material = material;
// Add to mesh buf->Vertices.reallocate(p.vertices.size());
buf->Indices.reallocate(p.indices.size());
for (const video::S3DVertex &v: p.vertices)
buf->Vertices.push_back(video::S3DVertexTangents(v.Pos, v.Color, v.TCoords));
for (u16 i: p.indices)
buf->Indices.push_back(i);
buf->recalculateBoundingBox();
mesh->addMeshBuffer(buf); mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop(); buf->drop();
buf->append(&p.tangent_vertices[0], p.tangent_vertices.size(),
&p.indices[0], p.indices.size());
} else { } else {
scene::SMeshBuffer *buf = new scene::SMeshBuffer(); scene::SMeshBuffer *buf = new scene::SMeshBuffer();
// Set material
buf->Material = material; buf->Material = material;
// Add to mesh
mesh->addMeshBuffer(buf);
// Mesh grabbed it
buf->drop();
buf->append(&p.vertices[0], p.vertices.size(), buf->append(&p.vertices[0], p.vertices.size(),
&p.indices[0], p.indices.size()); &p.indices[0], p.indices.size());
mesh->addMeshBuffer(buf);
buf->drop();
} }
} }
@ -1370,193 +1360,6 @@ void MapBlockMesh::updateCameraOffset(v3s16 camera_offset)
} }
} }
/*
MeshCollector
*/
void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile.layers[layernum];
if (layer->texture_id == 0)
continue;
append(*layer, vertices, numVertices, indices, numIndices,
layernum, tile.world_aligned);
}
}
void MeshCollector::append(const TileLayer &layer,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices, u8 layernum,
bool use_scale)
{
if (numIndices > 65535) {
dstream << "FIXME: MeshCollector::append() called with numIndices="
<< numIndices << " (limit 65535)" << std::endl;
return;
}
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
for (PreMeshBuffer &pp : *buffers) {
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
p = &pp;
break;
}
}
if (p == NULL) {
PreMeshBuffer pp;
pp.layer = layer;
buffers->push_back(pp);
p = &(*buffers)[buffers->size() - 1];
}
f32 scale = 1.0;
if (use_scale)
scale = 1.0 / layer.scale;
u32 vertex_count;
if (m_use_tangent_vertices) {
vertex_count = p->tangent_vertices.size();
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, scale * vertices[i].TCoords);
p->tangent_vertices.push_back(vert);
}
} else {
vertex_count = p->vertices.size();
for (u32 i = 0; i < numVertices; i++) {
video::S3DVertex vert(vertices[i].Pos, vertices[i].Normal,
vertices[i].Color, scale * vertices[i].TCoords);
p->vertices.push_back(vert);
}
}
for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
}
/*
MeshCollector - for meshnodes and converted drawtypes.
*/
void MeshCollector::append(const TileSpec &tile,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source)
{
for (int layernum = 0; layernum < MAX_TILE_LAYERS; layernum++) {
const TileLayer *layer = &tile.layers[layernum];
if (layer->texture_id == 0)
continue;
append(*layer, vertices, numVertices, indices, numIndices, pos,
c, light_source, layernum, tile.world_aligned);
}
}
void MeshCollector::append(const TileLayer &layer,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices,
v3f pos, video::SColor c, u8 light_source, u8 layernum,
bool use_scale)
{
if (numIndices > 65535) {
dstream << "FIXME: MeshCollector::append() called with numIndices="
<< numIndices << " (limit 65535)" << std::endl;
return;
}
std::vector<PreMeshBuffer> *buffers = &prebuffers[layernum];
PreMeshBuffer *p = NULL;
for (PreMeshBuffer &pp : *buffers) {
if (pp.layer == layer && pp.indices.size() + numIndices <= 65535) {
p = &pp;
break;
}
}
if (p == NULL) {
PreMeshBuffer pp;
pp.layer = layer;
buffers->push_back(pp);
p = &(*buffers)[buffers->size() - 1];
}
f32 scale = 1.0;
if (use_scale)
scale = 1.0 / layer.scale;
video::SColor original_c = c;
u32 vertex_count;
if (m_use_tangent_vertices) {
vertex_count = p->tangent_vertices.size();
for (u32 i = 0; i < numVertices; i++) {
if (!light_source) {
c = original_c;
applyFacesShading(c, vertices[i].Normal);
}
video::S3DVertexTangents vert(vertices[i].Pos + pos,
vertices[i].Normal, c, scale * vertices[i].TCoords);
p->tangent_vertices.push_back(vert);
}
} else {
vertex_count = p->vertices.size();
for (u32 i = 0; i < numVertices; i++) {
if (!light_source) {
c = original_c;
applyFacesShading(c, vertices[i].Normal);
}
video::S3DVertex vert(vertices[i].Pos + pos, vertices[i].Normal, c,
scale * vertices[i].TCoords);
p->vertices.push_back(vert);
}
}
for (u32 i = 0; i < numIndices; i++) {
u32 j = indices[i] + vertex_count;
p->indices.push_back(j);
}
}
void MeshCollector::applyTileColors()
{
if (m_use_tangent_vertices)
for (auto &prebuffer : prebuffers) {
for (PreMeshBuffer &pmb : prebuffer) {
video::SColor tc = pmb.layer.color;
if (tc == video::SColor(0xFFFFFFFF))
continue;
for (video::S3DVertexTangents &tangent_vertex : pmb.tangent_vertices) {
video::SColor *c = &tangent_vertex.Color;
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
c->getGreen() * tc.getGreen() / 255,
c->getBlue() * tc.getBlue() / 255);
}
}
}
else
for (auto &prebuffer : prebuffers) {
for (PreMeshBuffer &pmb : prebuffer) {
video::SColor tc = pmb.layer.color;
if (tc == video::SColor(0xFFFFFFFF))
continue;
for (video::S3DVertex &vertex : pmb.vertices) {
video::SColor *c = &vertex.Color;
c->set(c->getAlpha(), c->getRed() * tc.getRed() / 255,
c->getGreen() * tc.getGreen() / 255,
c->getBlue() * tc.getBlue() / 255);
}
}
}
}
video::SColor encode_light(u16 light, u8 emissive_light) video::SColor encode_light(u16 light, u8 emissive_light)
{ {
// Get components // Get components

@ -173,51 +173,6 @@ private:
v3s16 m_camera_offset; v3s16 m_camera_offset;
}; };
/*
This is used because CMeshBuffer::append() is very slow
*/
struct PreMeshBuffer
{
TileLayer layer;
std::vector<u16> indices;
std::vector<video::S3DVertex> vertices;
std::vector<video::S3DVertexTangents> tangent_vertices;
};
struct MeshCollector
{
std::array<std::vector<PreMeshBuffer>, MAX_TILE_LAYERS> prebuffers;
bool m_use_tangent_vertices;
MeshCollector(bool use_tangent_vertices):
m_use_tangent_vertices(use_tangent_vertices)
{
}
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices);
void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices, u8 layernum,
bool use_scale = false);
void append(const TileSpec &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source);
void append(const TileLayer &material,
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices, v3f pos,
video::SColor c, u8 light_source, u8 layernum,
bool use_scale = false);
/*!
* Colorizes all vertices in the collector.
*/
void applyTileColors();
};
/*! /*!
* Encodes light of a node. * Encodes light of a node.
* The result is not the final color, but a * The result is not the final color, but a

@ -27,6 +27,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "mesh.h" #include "mesh.h"
#include "content_mapblock.h" #include "content_mapblock.h"
#include "mapblock_mesh.h" #include "mapblock_mesh.h"
#include "client/meshgen/collector.h"
#include "client/tile.h" #include "client/tile.h"
#include "log.h" #include "log.h"
#include "util/numeric.h" #include "util/numeric.h"
@ -304,7 +305,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors) scene::SMesh *createSpecialNodeMesh(Client *client, content_t id, std::vector<ItemPartColor> *colors)
{ {
MeshMakeData mesh_make_data(client, false, false); MeshMakeData mesh_make_data(client, false, false);
MeshCollector collector(false); MeshCollector collector;
mesh_make_data.setSmoothLighting(false); mesh_make_data.setSmoothLighting(false);
MapblockMeshGenerator gen(&mesh_make_data, &collector); MapblockMeshGenerator gen(&mesh_make_data, &collector);
gen.renderSingle(id); gen.renderSingle(id);