LuaVoxelManip: Add option to allocate blank data
[oweals/minetest.git] / src / wieldmesh.cpp
index 40cfdbc2ba95d1077dfbc26087419b4759cfe8d1..bde0b72afe9f0e69ac92850e59f31dbc79dd2633 100644 (file)
@@ -206,6 +206,7 @@ WieldMeshSceneNode::WieldMeshSceneNode(
        m_bounding_box(0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
 {
        m_enable_shaders = g_settings->getBool("enable_shaders");
+       m_anisotropic_filter = g_settings->getBool("anisotropic_filter");
        m_bilinear_filter = g_settings->getBool("bilinear_filter");
        m_trilinear_filter = g_settings->getBool("trilinear_filter");
 
@@ -251,7 +252,7 @@ void WieldMeshSceneNode::setCube(const TileSpec tiles[6],
                if (tiles[i].animation_frame_count == 1) {
                        material.setTexture(0, tiles[i].texture);
                } else {
-                       FrameSpec animation_frame = tiles[i].frames.find(0)->second;
+                       FrameSpec animation_frame = tiles[i].frames[0];
                        material.setTexture(0, animation_frame.texture);
                }
                tiles[i].applyMaterialOptions(material);
@@ -278,7 +279,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
        material.setTexture(0, texture);
        material.MaterialType = m_material_type;
        material.setFlag(video::EMF_BACK_FACE_CULLING, true);
-       // Enable filtering only for high resolution texures
+       // Enable bi/trilinear filtering only for high resolution textures
        if (dim.Width > 32) {
                material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
                material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
@@ -286,26 +287,36 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
                material.setFlag(video::EMF_BILINEAR_FILTER, false);
                material.setFlag(video::EMF_TRILINEAR_FILTER, false);
        }
-       // anisotropic filtering removes "thin black line" artifacts
-       material.setFlag(video::EMF_ANISOTROPIC_FILTER, true);
-       if (m_enable_shaders) 
+       material.setFlag(video::EMF_ANISOTROPIC_FILTER, m_anisotropic_filter);
+       // mipmaps cause "thin black line" artifacts
+#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
+       material.setFlag(video::EMF_USE_MIP_MAPS, false);
+#endif
+
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
+       if (m_enable_shaders)
                material.setTexture(2, tsrc->getTexture("disable_img.png"));
+#endif
 }
 
 void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
 {
        ITextureSource *tsrc = gamedef->getTextureSource();
        IItemDefManager *idef = gamedef->getItemDefManager();
-       IShaderSource *shdrsrc = gamedef->getShaderSource();
+       //IShaderSource *shdrsrc = gamedef->getShaderSource();
        INodeDefManager *ndef = gamedef->getNodeDefManager();
        const ItemDefinition &def = item.getDefinition(idef);
        const ContentFeatures &f = ndef->get(def.name);
        content_t id = ndef->getId(def.name);
 
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
        if (m_enable_shaders) {
                u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
                m_material_type = shdrsrc->getShaderInfo(shader_id).material;
        }
+#endif
 
        // If wield_image is defined, it overrides everything else
        if (def.wield_image != "") {
@@ -337,7 +348,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                        translateMesh(m_meshnode->getMesh(), v3f(-BS, -BS, -BS));
                        m_meshnode->setScale(
                                        def.wield_scale * WIELD_SCALE_FACTOR
-                                       / (BS * f.visual_scale));       
+                                       / (BS * f.visual_scale));
                }
                for (u32 i = 0; i < m_meshnode->getMaterialCount(); ++i) {
                        assert(i < 6);
@@ -347,16 +358,18 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                        material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
                        bool animated = (f.tiles[i].animation_frame_count > 1);
                        if (animated) {
-                               FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
+                               FrameSpec animation_frame = f.tiles[i].frames[0];
                                material.setTexture(0, animation_frame.texture);
                        } else {
                                material.setTexture(0, f.tiles[i].texture);
                        }
                        material.MaterialType = m_material_type;
+#if 0
+//// TODO(RealBadAngel): Reactivate when shader is added for wield items
                        if (m_enable_shaders) {
                                if (f.tiles[i].normal_texture) {
                                        if (animated) {
-                                               FrameSpec animation_frame = f.tiles[i].frames.find(0)->second;
+                                               FrameSpec animation_frame = f.tiles[i].frames[0];
                                                material.setTexture(1, animation_frame.normal_texture);
                                        } else {
                                                material.setTexture(1, f.tiles[i].normal_texture);
@@ -366,6 +379,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                        material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
                        }
+#endif
                }
                return;
        }