// Position is at the center of the cube.
v3f pos = p * BS;
+ float x0 = 0.0;
+ float y0 = 0.0;
+ float w = 1.0;
+ float h = 1.0;
+
v3f vertex_pos[4];
v3s16 vertex_dirs[4];
getNodeVertexDirs(dir, vertex_dirs);
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
- tile.texture.pos.Y += tile.texture.size.Y;
- tile.texture.size.Y *= -1;
+ y0 += h;
+ h *= -1;
break;
case 5: //FXR270
t = vertex_dirs[0];
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
- tile.texture.pos.Y += tile.texture.size.Y;
- tile.texture.size.Y *= -1;
+ y0 += h;
+ h *= -1;
break;
case 6: //FYR90
t = vertex_dirs[0];
vertex_dirs[3] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[1];
vertex_dirs[1] = t;
- tile.texture.pos.X += tile.texture.size.X;
- tile.texture.size.X *= -1;
+ x0 += w;
+ w *= -1;
break;
case 7: //FYR270
t = vertex_dirs[0];
vertex_dirs[1] = vertex_dirs[2];
vertex_dirs[2] = vertex_dirs[3];
vertex_dirs[3] = t;
- tile.texture.pos.X += tile.texture.size.X;
- tile.texture.size.X *= -1;
+ x0 += w;
+ w *= -1;
break;
case 8: //FX
- tile.texture.pos.Y += tile.texture.size.Y;
- tile.texture.size.Y *= -1;
+ y0 += h;
+ h *= -1;
break;
case 9: //FY
- tile.texture.pos.X += tile.texture.size.X;
- tile.texture.size.X *= -1;
+ x0 += w;
+ w *= -1;
break;
default:
break;
u8 alpha = tile.alpha;
- float x0 = tile.texture.pos.X;
- float y0 = tile.texture.pos.Y;
- float w = tile.texture.size.X;
- float h = tile.texture.size.Y;
-
face.vertices[0] = video::S3DVertex(vertex_pos[0], normal,
MapBlock_LightColor(alpha, li0, light_source),
core::vector2d<f32>(x0+w*abs_scale, y0+h));
if(p == data->m_crack_pos_relative)
{
spec.material_flags |= MATERIAL_FLAG_CRACK;
- spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
- }
- // If animated, replace tile texture with one without texture atlas
- if(spec.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES)
- {
- spec.texture = data->m_gamedef->tsrc()->getTextureRawAP(spec.texture);
}
return spec;
}
u16 tile_index=facedir*16 + dir_i;
TileSpec spec = getNodeTileN(mn, p, dir_to_tile[tile_index], data);
spec.rotation=dir_to_tile[tile_index + 1];
- std::string name = data->m_gamedef->tsrc()->getTextureName(spec.texture.id);
- spec.texture = data->m_gamedef->tsrc()->getTexture(name);
+ spec.texture = data->m_gamedef->tsrc()->getTexture(spec.texture_id);
return spec;
}
continuous_tiles_count++;
- // This is set to true if the texture doesn't allow more tiling
- bool end_of_texture = false;
- /*
- If there is no texture, it can be tiled infinitely.
- If tiled==0, it means the texture can be tiled infinitely.
- Otherwise check tiled agains continuous_tiles_count.
- */
- if(tile.texture.atlas != NULL && tile.texture.tiled != 0)
- {
- if(tile.texture.tiled <= continuous_tiles_count)
- end_of_texture = true;
- }
-
- // Do this to disable tiling textures
- //end_of_texture = true; //DEBUG
-
- if(next_is_different || end_of_texture)
+ if(next_is_different)
{
/*
Create a face if there should be one
const u16 indices[] = {0,1,2,2,3,0};
const u16 indices_alternate[] = {0,1,3,2,3,1};
- if(f.tile.texture.atlas == NULL)
+ if(f.tile.texture == NULL)
continue;
const u16 *indices_p = indices;
getShader("test_shader_1").material;
video::E_MATERIAL_TYPE shadermat2 = m_gamedef->getShaderSource()->
getShader("test_shader_2").material;
+ video::E_MATERIAL_TYPE shadermat3 = m_gamedef->getShaderSource()->
+ getShader("test_shader_3").material;
for(u32 i = 0; i < collector.prebuffers.size(); i++)
{
PreMeshBuffer &p = collector.prebuffers[i];
if(p.tile.material_flags & MATERIAL_FLAG_CRACK)
{
ITextureSource *tsrc = data->m_gamedef->tsrc();
- std::string crack_basename = tsrc->getTextureName(p.tile.texture.id);
+ std::string crack_basename = tsrc->getTextureName(p.tile.texture_id);
if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
crack_basename += "^[cracko";
else
}
// Replace tile texture with the first animation frame
std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(p.tile.texture.id);
+ os<<tsrc->getTextureName(p.tile.texture_id);
os<<"^[verticalframe:"<<(int)p.tile.animation_frame_count<<":0";
- p.tile.texture = tsrc->getTexture(os.str());
+ p.tile.texture = tsrc->getTexture(
+ os.str(),
+ &p.tile.texture_id);
}
// - Classic lighting (shaders handle this by themselves)
if(!enable_shaders)
//material.setFlag(video::EMF_ANTI_ALIASING, video::EAAM_SIMPLE);
material.MaterialType
= video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
- material.setTexture(0, p.tile.texture.atlas);
+ material.setTexture(0, p.tile.texture);
if(enable_shaders)
- p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2);
+ p.tile.applyMaterialOptionsWithShaders(material, shadermat1, shadermat2, shadermat3);
else
p.tile.applyMaterialOptions(material);
*/
translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE, BS));
- m_mesh->recalculateBoundingBox(); // translateMesh already does this
if(m_mesh)
{
ITextureSource *tsrc = m_gamedef->getTextureSource();
std::ostringstream os;
os<<basename<<crack;
- AtlasPointer ap = tsrc->getTexture(os.str());
- buf->getMaterial().setTexture(0, ap.atlas);
+ buf->getMaterial().setTexture(0,
+ tsrc->getTexture(os.str()));
}
m_last_crack = crack;
// Create new texture name from original
std::ostringstream os(std::ios::binary);
- os<<tsrc->getTextureName(tile.texture.id);
+ os<<tsrc->getTextureName(tile.texture_id);
os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame;
// Set the texture
- AtlasPointer ap = tsrc->getTexture(os.str());
- buf->getMaterial().setTexture(0, ap.atlas);
+ buf->getMaterial().setTexture(0, tsrc->getTexture(os.str()));
}
// Day-night transition
const video::S3DVertex *vertices, u32 numVertices,
const u16 *indices, u32 numIndices)
{
+ if(numIndices > 65535)
+ {
+ dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
+ return;
+ }
+
PreMeshBuffer *p = NULL;
for(u32 i=0; i<prebuffers.size(); i++)
{
PreMeshBuffer &pp = prebuffers[i];
if(pp.tile != tile)
continue;
+ if(pp.indices.size() + numIndices > 65535)
+ continue;
p = &pp;
break;
for(u32 i=0; i<numIndices; i++)
{
u32 j = indices[i] + vertex_count;
- if(j > 65535)
- {
- dstream<<"FIXME: Meshbuffer ran out of indices"<<std::endl;
- // NOTE: Fix is to just add an another MeshBuffer
- }
p->indices.push_back(j);
}
for(u32 i=0; i<numVertices; i++)