Temporarily fix always bright wieldhand with shaders enabled
authorkwolekr <kwolekr@minetest.net>
Tue, 23 Dec 2014 03:36:11 +0000 (22:36 -0500)
committerkwolekr <kwolekr@minetest.net>
Tue, 23 Dec 2014 03:37:11 +0000 (22:37 -0500)
src/wieldmesh.cpp

index 2a69bb2a008a71952c0b5855dab5958f76b780f8..1c0d0da9cc0d8ed46d0a6a177b783f05739ebe82 100644 (file)
@@ -292,8 +292,12 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
 #if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
        material.setFlag(video::EMF_USE_MIP_MAPS, false);
 #endif
-       if (m_enable_shaders) 
+
+#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)
@@ -306,10 +310,13 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
        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 != "") {
@@ -341,7 +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);
@@ -357,6 +364,8 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                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) {
@@ -370,6 +379,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
                                        material.setTexture(2, tsrc->getTexture("disable_img.png"));
                                }
                        }
+#endif
                }
                return;
        }