video::SColor m_highlight_mesh_color;
IGameDef *m_gamedef;
+ bool m_use_shaders;
- MeshMakeData(IGameDef *gamedef);
+ MeshMakeData(IGameDef *gamedef, bool use_shaders);
/*
Copy central data directly from block, and other data from
u16 getFaceLight(MapNode n, MapNode n2, v3s16 face_dir, INodeDefManager *ndef);
u16 getSmoothLight(v3s16 p, v3s16 corner, MeshMakeData *data);
+// Converts from day + night color values (0..255)
+// and a given daynight_ratio to the final SColor shown on screen.
+void finalColorBlend(video::SColor& result,
+ u8 day, u8 night, u32 daynight_ratio);
+
// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked
TileSpec getNodeTileN(MapNode mn, v3s16 p, u8 tileindex, MeshMakeData *data);