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Remove always false use_shaders param
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c1a76bc7db
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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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bool use_shaders, std::vector<ItemPartColor> *colors, bool apply_scale)
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std::vector<ItemPartColor> *colors, bool apply_scale)
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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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@ -81,16 +81,6 @@ static void postProcessNodeMesh(scene::SMesh *mesh, const ContentFeatures &f,
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} else {
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material.setTexture(0, layer->texture);
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}
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if (use_shaders) {
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if (layer->normal_texture) {
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if (layer->animation_frame_count > 1) {
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const FrameSpec &animation_frame = (*layer->frames)[0];
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material.setTexture(1, animation_frame.normal_texture);
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} else
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material.setTexture(1, layer->normal_texture);
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}
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material.setTexture(2, layer->flags_texture);
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}
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if (apply_scale && tile->world_aligned) {
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u32 n = buf->getVertexCount();
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@ -353,7 +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, false, &m_colors, true);
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postProcessNodeMesh(copy, f, &m_colors, true);
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// Customize materials
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for (u32 i = 0; i < cubemesh->getMeshBufferCount(); ++i) {
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@ -744,7 +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, false, &result->buffer_colors, true);
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postProcessNodeMesh(mesh, f, &result->buffer_colors, true);
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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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