}
m_drawlist.clear();
- m_camera_mutex.lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
- //v3s16 camera_offset = m_camera_offset;
- m_camera_mutex.unlock();
// Use a higher fov to accomodate faster camera movements.
// Blocks are cropped better when they are drawn.
int crack = m_client->getCrackLevel();
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
- m_camera_mutex.lock();
v3f camera_position = m_camera_position;
v3f camera_direction = m_camera_direction;
f32 camera_fov = m_camera_fov;
- m_camera_mutex.unlock();
/*
Get all blocks and draw all visible ones
// Sadly ISceneManager has no "post effects" render pass, in that case we
// could just register for that and handle it in renderMap().
- m_camera_mutex.lock();
- v3f camera_position = m_camera_position;
- m_camera_mutex.unlock();
-
- MapNode n = getNodeNoEx(floatToInt(camera_position, BS));
+ MapNode n = getNodeNoEx(floatToInt(m_camera_position, BS));
// - If the player is in a solid node, make everything black.
// - If the player is in liquid, draw a semi-transparent overlay.
void updateCamera(v3f pos, v3f dir, f32 fov, v3s16 offset)
{
- MutexAutoLock lock(m_camera_mutex);
m_camera_position = pos;
m_camera_direction = dir;
m_camera_fov = fov;
v3f m_camera_direction;
f32 m_camera_fov;
v3s16 m_camera_offset;
- Mutex m_camera_mutex;
std::map<v3s16, MapBlock*> m_drawlist;