+ // Node highlighting
+ if (m_enable_highlighting) {
+ u8 day = m_highlight_mesh_color.getRed();
+ u8 night = m_highlight_mesh_color.getGreen();
+ video::SColor hc;
+ finalColorBlend(hc, day, night, daynight_ratio);
+ float sin_r = 0.07 * sin(1.5 * time);
+ float sin_g = 0.07 * sin(1.5 * time + irr::core::PI * 0.5);
+ float sin_b = 0.07 * sin(1.5 * time + irr::core::PI);
+ hc.setRed(core::clamp(core::round32(hc.getRed() * (0.8 + sin_r)), 0, 255));
+ hc.setGreen(core::clamp(core::round32(hc.getGreen() * (0.8 + sin_g)), 0, 255));
+ hc.setBlue(core::clamp(core::round32(hc.getBlue() * (0.8 + sin_b)), 0, 255));
+
+ for(std::list<u32>::iterator
+ i = m_highlighted_materials.begin();
+ i != m_highlighted_materials.end(); i++)
+ {
+ scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
+ video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
+ for (u32 j = 0; j < buf->getVertexCount() ;j++)
+ vertices[j].Color = hc;
+ }
+ }
+