MeshCollector *collector;
INodeDefManager *nodedef;
- scene::ISceneManager *smgr;
scene::IMeshManipulator *meshmanip;
// options
video::SColor blendLightColor(const v3f &vertex_pos);
video::SColor blendLightColor(const v3f &vertex_pos, const v3f &vertex_normal);
- void useTile(int index, bool disable_backface_culling);
- void useDefaultTile(bool set_color = true);
- void getTile(const v3s16 &direction, TileSpec &tile);
+ void useTile(int index = 0, u8 set_flags = MATERIAL_FLAG_CRACK_OVERLAY,
+ u8 reset_flags = 0, bool special = false);
+ void getTile(v3s16 direction, TileSpec *tile);
+ void getSpecialTile(int index, TileSpec *tile, bool apply_crack = false);
// face drawing
- void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0));
+ void drawQuad(v3f *vertices, const v3s16 &normal = v3s16(0, 0, 0),
+ float vertical_tiling = 1.0);
// cuboid drawing!
void drawCuboid(const aabb3f &box, TileSpec *tiles, int tilecount,
int rotate_degree;
bool random_offset_Y;
int face_num;
+ float plant_height;
void drawPlantlikeQuad(float rotation, float quad_offset = 0,
bool offset_top_only = false);
+ void drawPlantlike();
// firelike-specific
void drawFirelikeQuad(float rotation, float opening_angle,
void drawTorchlikeNode();
void drawSignlikeNode();
void drawPlantlikeNode();
+ void drawPlantlikeRootedNode();
void drawFirelikeNode();
void drawFencelikeNode();
void drawRaillikeNode();