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* Do not shade inventory items with textures (#5869)Dániel Juhász2017-06-011-0/+9
| | | | This commit restores the old behavior: if an inventory item has an own inventory texture, it will not be shaded.
* Fix a memory leak (#5636)Dániel Juhász2017-04-221-0/+1
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* Soft node overlay (#5186)Dániel Juhász2017-04-211-1/+6
| | | | This commit adds node overlays, which are tiles that are drawn on top of other tiles.
* Add hardware node coloring. Includes:Dániel Juhász2017-01-231-6/+8
| | | | | | - Increase ContentFeatures serialization version - Color property and palettes for nodes - paramtype2 = "color", "colored facedir" or "colored wallmounted"
* Halo: Highlight selected faceRealBadAngel2016-11-121-0/+4
| | | | | This is a slightly modified and cleaned up version of #3774 by RealBadAngel. By sofar: Remove color change (just make it lighter) and some minor cleanups.
* Use single box for halo meshRealBadAngel2016-02-111-1/+2
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* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-081-2/+5
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* Add wielded (and CAOs) shaderRealBadAngel2015-07-211-0/+6
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* Port createForsythOptimizedMesh from Irrlicht 1.8RealBadAngel2014-11-231-0/+14
| | | | Mesh rotation helpers.
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-081-11/+0
| | | | | | | | | | | | | - Don't create and cache an extruded mesh for every (non-node) item. Instead use a single one per image resolution. - For cubic nodes reuse a single wield mesh too - Improve lighting of the wielded item - Increase far value of wield mesh scene camera, fixes #1770 - Also includes some minor refactorings of Camera and GenericCAO.
* Add meshnode drawtype.RealBadAngel2014-10-181-0/+21
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* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-031-16/+0
| | | | | | | | | | | | | TextureSource has a list of textures to delete (m_texture_trash) so this provides a proper, non-hacky way to delete RTT textures. Also, the prior, hacky way of deleting them seems to be broken (see pull request #803). To avoid header file clutter by repeating the same long list of arguments over and over again, store the arguments of generateTextureFromMesh in a struct called TextureFromMeshParams. Also fix issue #782 (Only use bilinear (and others) on item textures when settings allow it).
* Update Copyright YearsSfan52013-02-241-1/+1
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* Change Minetest-c55 to MinetestPilzAdam2013-02-241-1/+1
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* Optimize headersPerttu Ahola2012-06-171-1/+1
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* Switch the license to be LGPLv2/later, with small parts still remaining as ↵Perttu Ahola2012-06-051-4/+4
| | | | GPLv2/later, by agreement of major contributors
* The huge item definition and item namespace unification patch (itemdef), see ↵Kahrl2012-01-121-0/+22
| | | | http://c55.me/minetest/wiki/doku.php?id=changes:itemdef
* inventorycube: use all three specified textures; also moved mesh creation / ↵Kahrl2011-12-031-0/+66
modification functions to mesh.cpp; in lua, inventorycube is now called minetest.inventorycube