};
if (m_prop.visual == "sprite") {
- getMatrixNode();
+ grabMatrixNode();
m_spritenode = RenderingEngine::get_scene_manager()->addBillboardSceneNode(
m_matrixnode, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
txs, tys, 0, 0);
}
} else if (m_prop.visual == "upright_sprite") {
- getMatrixNode();
+ grabMatrixNode();
scene::SMesh *mesh = new scene::SMesh();
double dx = BS * m_prop.visual_size.X / 2;
double dy = BS * m_prop.visual_size.Y / 2;
// This is needed for changing the texture in the future
m_meshnode->setReadOnlyMaterials(true);
} else if (m_prop.visual == "cube") {
- getMatrixNode();
+ grabMatrixNode();
scene::IMesh *mesh = createCubeMesh(v3f(BS,BS,BS));
m_meshnode = RenderingEngine::get_scene_manager()->
addMeshSceneNode(mesh, m_matrixnode);
m_meshnode->setMaterialType(material_type);
m_meshnode->setMaterialFlag(video::EMF_FOG_ENABLE, true);
} else if (m_prop.visual == "mesh") {
- getMatrixNode();
+ grabMatrixNode();
scene::IAnimatedMesh *mesh = m_client->getMesh(m_prop.mesh, true);
if (mesh) {
m_animated_meshnode = RenderingEngine::get_scene_manager()->
} else
errorstream<<"GenericCAO::addToScene(): Could not load mesh "<<m_prop.mesh<<std::endl;
} else if (m_prop.visual == "wielditem" || m_prop.visual == "item") {
- getMatrixNode();
+ grabMatrixNode();
ItemStack item;
if (m_prop.wield_item.empty()) {
// Old format, only textures are specified.