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);
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_ANISOTROPIC_FILTER, m_anisotropic_filter);
material.setFlag(video::EMF_BILINEAR_FILTER, m_bilinear_filter);
material.setFlag(video::EMF_TRILINEAR_FILTER, m_trilinear_filter);
} else {
- material.setFlag(video::EMF_ANISOTROPIC_FILTER, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setFlag(video::EMF_TRILINEAR_FILTER, false);
}
+ 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);
- if (m_enable_shaders)
+#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 != "") {
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);
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);
material.setTexture(2, tsrc->getTexture("disable_img.png"));
}
}
+#endif
}
return;
}