*/
void translateMesh(scene::IMesh *mesh, v3f vec);
+/*!
+ * Sets a constant color for all vertices in the mesh buffer.
+ */
+void setMeshBufferColor(scene::IMeshBuffer *buf, const video::SColor &color);
+
/*
Set a constant color for all vertices in the mesh
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
+/*!
+ * Overwrites the color of a mesh buffer.
+ * The color is darkened based on the normal vector of the vertices.
+ */
void colorizeMeshBuffer(scene::IMeshBuffer *buf, const video::SColor *buffercolor);
/*
void rotateMeshXYby (scene::IMesh *mesh, f64 degrees);
void rotateMeshXZby (scene::IMesh *mesh, f64 degrees);
void rotateMeshYZby (scene::IMesh *mesh, f64 degrees);
+
+/*
+ * Clone the mesh buffer.
+ * The returned pointer should be dropped.
+ */
+scene::IMeshBuffer* cloneMeshBuffer(scene::IMeshBuffer *mesh_buffer);
/*
Clone the mesh.
*/
-scene::IMesh* cloneMesh(scene::IMesh *src_mesh);
+scene::SMesh* cloneMesh(scene::IMesh *src_mesh);
/*
Convert nodeboxes to mesh. Each tile goes into a different buffer.