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author | Dániel Juhász <juhdanad@gmail.com> | 2017-06-01 23:18:55 +0200 |
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committer | Loïc Blot <nerzhul@users.noreply.github.com> | 2017-06-01 23:18:55 +0200 |
commit | 001de6ffbac83bcd41ecda075d79d265a69c7d42 (patch) | |
tree | 59b1857bb89be11a59746d4479f047806a7a42f6 /src/mesh.cpp | |
parent | 1c69476d9f10540088ead63c8bcae91f46bc84d8 (diff) | |
download | hax-minetest-server-001de6ffbac83bcd41ecda075d79d265a69c7d42.tar.gz hax-minetest-server-001de6ffbac83bcd41ecda075d79d265a69c7d42.zip |
Do not shade inventory items with textures (#5869)
This commit restores the old behavior: if an inventory item has an own
inventory texture, it will not be shaded.
Diffstat (limited to 'src/mesh.cpp')
-rw-r--r-- | src/mesh.cpp | 18 |
1 files changed, 10 insertions, 8 deletions
diff --git a/src/mesh.cpp b/src/mesh.cpp index 824d6891b..3ab67510a 100644 --- a/src/mesh.cpp +++ b/src/mesh.cpp @@ -175,6 +175,14 @@ void translateMesh(scene::IMesh *mesh, v3f vec) mesh->setBoundingBox(bbox); } +void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color) +{ + const u32 stride = getVertexPitchFromType(buf->getVertexType()); + u32 vertex_count = buf->getVertexCount(); + u8 *vertices = (u8 *) buf->getVertices(); + for (u32 i = 0; i < vertex_count; i++) + ((video::S3DVertex *) (vertices + i * stride))->Color = color; +} void setMeshColor(scene::IMesh *mesh, const video::SColor &color) { @@ -182,14 +190,8 @@ void setMeshColor(scene::IMesh *mesh, const video::SColor &color) return; u32 mc = mesh->getMeshBufferCount(); - for (u32 j = 0; j < mc; j++) { - scene::IMeshBuffer *buf = mesh->getMeshBuffer(j); - const u32 stride = getVertexPitchFromType(buf->getVertexType()); - u32 vertex_count = buf->getVertexCount(); - u8 *vertices = (u8 *)buf->getVertices(); - for (u32 i = 0; i < vertex_count; i++) - ((video::S3DVertex *)(vertices + i * stride))->Color = color; - } + for (u32 j = 0; j < mc; j++) + setMeshBufferColor(mesh->getMeshBuffer(j), color); } void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor) |